976 lines
30 KiB
C++
976 lines
30 KiB
C++
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef AI_BEHAVIOR_H
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#define AI_BEHAVIOR_H
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#include "ai_component.h"
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#include "ai_basenpc.h"
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#include "ai_default.h"
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#include "ai_criteria.h"
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#include "networkvar.h"
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#include "delegates.h"
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#include "tier1/utlvector.h"
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#include "generic_classmap.h"
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#ifdef DEBUG
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#pragma warning(push)
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#include <typeinfo>
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#pragma warning(pop)
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#pragma warning(disable:4290)
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#endif
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#if defined( _WIN32 )
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// CAI_Behavior...
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//
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// Purpose: The core component that defines a behavior in an NPC by selecting
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// schedules and running tasks
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//
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// Intended to be used as an organizational tool as well as a way
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// for various NPCs to share behaviors without sharing an inheritance
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// relationship, and without cramming those behaviors into the base
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// NPC class.
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//-----------------------------------------------------------------------------
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struct AIChannelScheduleState_t
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{
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AIChannelScheduleState_t() { memset( this, 0, sizeof( *this ) ); }
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bool bActive;
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CAI_Schedule * pSchedule;
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int idealSchedule;
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int failSchedule;
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int iCurTask;
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TaskStatus_e fTaskStatus;
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float timeStarted;
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float timeCurTaskStarted;
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AI_TaskFailureCode_t taskFailureCode;
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bool bScheduleWasInterrupted;
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DECLARE_SIMPLE_DATADESC();
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};
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//-----------------------------------------------------------------------------
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// Purpose: Base class defines interface to behaviors and provides bridging
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// methods
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//-----------------------------------------------------------------------------
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class CAI_BehaviorBase : public CAI_Component, public IAI_BehaviorBridge
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{
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DECLARE_CLASS( CAI_BehaviorBase, CAI_Component )
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public:
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CAI_BehaviorBase(CAI_BaseNPC *pOuter = NULL)
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: CAI_Component(pOuter),
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m_pBackBridge(NULL)
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{
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m_bAllocated = false;
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}
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void SetAllocated( ) { m_bAllocated = true; }
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bool IsAllocated( ) { return m_bAllocated; }
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#define AI_GENERATE_BEHAVIOR_BRIDGES
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#include "ai_behavior_template.h"
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#define AI_GENERATE_BASE_METHODS
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#include "ai_behavior_template.h"
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virtual const char *GetClassNameV() { return ""; }
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virtual const char *GetName() = 0;
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virtual bool DeleteOnHostDestroy() { return m_bAllocated; } // @QUESTION: should switch to reference count?
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virtual bool KeyValue( const char *szKeyName, const char *szValue )
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{
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return false;
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}
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bool IsRunning() { Assert( GetOuter() ); return ( GetOuter()->GetPrimaryBehavior() == this ); }
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virtual bool CanSelectSchedule() { return true; }
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virtual void BeginScheduleSelection() {}
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virtual void EndScheduleSelection() {}
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void SetBackBridge( IAI_BehaviorBridge *pBackBridge )
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{
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Assert( m_pBackBridge == NULL || pBackBridge == NULL );
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m_pBackBridge = pBackBridge;
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}
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virtual void Precache() {}
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virtual void Spawn() {}
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virtual void UpdateOnRemove() {}
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virtual void Event_Killed( const CTakeDamageInfo &info ) {}
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virtual void CleanupOnDeath( CBaseEntity *pCulprit, bool bFireDeathOutput ) {}
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virtual void OnChangeHintGroup( string_t oldGroup, string_t newGroup ) {}
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void BridgeOnStartSchedule( int scheduleType );
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int BridgeSelectSchedule();
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bool BridgeSelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode, int *pResult );
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bool BridgeStartTask( const Task_t *pTask );
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bool BridgeRunTask( const Task_t *pTask);
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int BridgeTranslateSchedule( int scheduleType );
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bool BridgeGetSchedule( int localScheduleID, CAI_Schedule **ppResult );
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bool BridgeTaskName(int taskID, const char **);
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virtual void BuildScheduleTestBits() {}
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virtual void BuildScheduleTestBitsNotActive() {}
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virtual void GatherConditions();
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virtual void GatherConditionsNotActive() { return; } // Override this and your behavior will call this in place of GatherConditions() when your behavior is NOT the active one.
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virtual void OnUpdateShotRegulator() {}
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virtual float GetJumpGravity() const;
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virtual bool IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos, float maxUp, float maxDown, float maxDist ) const;
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virtual bool MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost );
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virtual void OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon ) {};
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virtual CAI_ClassScheduleIdSpace *GetClassScheduleIdSpace();
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virtual int DrawDebugTextOverlays( int text_offset );
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virtual bool ShouldNPCSave() { return true; }
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virtual int Save( ISave &save );
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virtual int Restore( IRestore &restore );
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virtual void OnRestore() {}
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static void SaveBehaviors(ISave &save, CAI_BehaviorBase *pCurrentBehavior, CAI_BehaviorBase **ppBehavior, int nBehaviors, bool bTestIfNPCSave = true );
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static int RestoreBehaviors(IRestore &restore, CAI_BehaviorBase **ppBehavior, int nBehaviors, bool bTestIfNPCSave = true ); // returns index of "current" behavior, or -1
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public:
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//
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// Secondary schedule channel support
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//
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void StartChannel( int channel );
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void StopChannel( int channel );
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void MaintainChannelSchedules();
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void MaintainSchedule( int channel );
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void SetSchedule( int channel, CAI_Schedule *pNewSchedule );
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bool SetSchedule( int channel, int localScheduleID );
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void ClearSchedule( int channel, const char *szReason );
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CAI_Schedule *GetCurSchedule( int channel );
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bool IsCurSchedule( int channel, int schedId, bool fIdeal = true );
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virtual void OnScheduleChange( int channel );
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virtual void OnStartSchedule( int channel, int scheduleType );
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virtual int SelectSchedule( int channel );
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virtual int SelectFailSchedule( int channel, int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
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virtual int TranslateSchedule( int channel, int scheduleType ) { return scheduleType; }
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virtual void StartTask( int channel, const Task_t *pTask );
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virtual void RunTask( int channel, const Task_t *pTask );
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const Task_t *GetCurTask( void ) { return BaseClass::GetCurTask(); }
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const Task_t *GetCurTask( int channel );
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bool TaskIsComplete( int channel ) { return ( m_ScheduleChannels[channel].fTaskStatus == TASKSTATUS_COMPLETE ); }
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int TaskIsComplete() { return BaseClass::TaskIsComplete(); }
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virtual void TaskFail( AI_TaskFailureCode_t code ) { BaseClass::TaskFail( code ) ; }
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void TaskFail( const char *pszGeneralFailText ) { BaseClass::TaskFail( pszGeneralFailText ); }
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void TaskComplete( bool fIgnoreSetFailedCondition = false ) { BaseClass::TaskComplete( fIgnoreSetFailedCondition ); }
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virtual void TaskFail( int channel, AI_TaskFailureCode_t code );
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void TaskFail( int channel, const char *pszGeneralFailText ) { TaskFail( channel, MakeFailCode( pszGeneralFailText ) ); }
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void TaskComplete( int channel, bool fIgnoreSetFailedCondition = false );
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private:
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bool IsScheduleValid( AIChannelScheduleState_t *pScheduleState );
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CAI_Schedule *GetNewSchedule( int channel );
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CAI_Schedule *GetFailSchedule( AIChannelScheduleState_t *pScheduleState );
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const Task_t *GetTask( AIChannelScheduleState_t *pScheduleState );
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void SaveChannels( ISave &save );
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void RestoreChannels( IRestore &restore );
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CUtlVector<AIChannelScheduleState_t> m_ScheduleChannels;
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protected:
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int GetNpcState() { return GetOuter()->m_NPCState; }
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virtual void OnStartSchedule( int scheduleType );
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virtual int SelectSchedule();
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virtual int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
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virtual void StartTask( const Task_t *pTask );
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virtual void RunTask( const Task_t *pTask );
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virtual int TranslateSchedule( int scheduleType );
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virtual CAI_Schedule *GetSchedule(int schedule);
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virtual const char *GetSchedulingErrorName();
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bool IsCurSchedule( int schedId, bool fIdeal = true );
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CAI_Hint * GetHintNode() { return GetOuter()->GetHintNode(); }
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const CAI_Hint *GetHintNode() const { return GetOuter()->GetHintNode(); }
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void SetHintNode( CAI_Hint *pHintNode ) { GetOuter()->SetHintNode( pHintNode ); }
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void ClearHintNode( float reuseDelay = 0.0 ) { GetOuter()->ClearHintNode( reuseDelay ); }
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string_t GetHintGroup() { return GetOuter()->GetHintGroup(); }
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void ClearHintGroup() { GetOuter()->ClearHintGroup(); }
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void SetHintGroup( string_t name ) { GetOuter()->SetHintGroup( name ); }
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// For now, only support simple behavior stack:
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DELEGATE_TO_OBJECT_0V( BehaviorBridge_GatherConditions, m_pBackBridge );
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DELEGATE_TO_OBJECT_0( int, BehaviorBridge_SelectSchedule, m_pBackBridge );
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DELEGATE_TO_OBJECT_1( int, BehaviorBridge_TranslateSchedule, int, m_pBackBridge );
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protected:
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// Used by derived classes to chain a task to a task that might not be the
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// one they are currently handling:
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void ChainStartTask( int task, float taskData = 0 );
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void ChainRunTask( int task, float taskData = 0 );
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protected:
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bool NotifyChangeBehaviorStatus( bool fCanFinishSchedule = false );
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bool HaveSequenceForActivity( Activity activity ) { return GetOuter()->HaveSequenceForActivity( activity ); }
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//---------------------------------
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//
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// These allow derived classes to implement custom schedules
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//
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static CAI_GlobalScheduleNamespace *GetSchedulingSymbols() { return CAI_BaseNPC::GetSchedulingSymbols(); }
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static bool LoadSchedules() { return true; }
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virtual bool IsBehaviorSchedule( int scheduleType ) { return false; }
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CAI_Navigator * GetNavigator() { return GetOuter()->GetNavigator(); }
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CAI_Motor * GetMotor() { return GetOuter()->GetMotor(); }
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CAI_TacticalServices * GetTacticalServices() { return GetOuter()->GetTacticalServices(); }
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bool m_fOverrode;
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IAI_BehaviorBridge *m_pBackBridge;
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bool m_bAllocated;
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public:
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static CGenericClassmap< CAI_BehaviorBase > *GetBehaviorClasses();
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private:
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static CGenericClassmap< CAI_BehaviorBase > *GetBehaviorClassesInternal();
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private:
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DECLARE_DATADESC();
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};
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#define LINK_BEHAVIOR_TO_CLASS( localName, className ) \
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static CAI_BehaviorBase *C##className##Factory( void ) \
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{ \
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return static_cast< CAI_BehaviorBase * >( new className ); \
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}; \
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class C##localName##Foo \
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{ \
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public: \
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C##localName##Foo( void ) \
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{ \
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CAI_BehaviorBase::GetBehaviorClasses()->Add( #localName, #className, \
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sizeof( className ),&C##className##Factory ); \
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} \
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}; \
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static C##localName##Foo g_C##localName##Foo;
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#define LINK_BEHAVIOR_TO_CLASSNAME( className ) \
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static CAI_BehaviorBase *C##className##Factory( void ) \
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{ \
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return static_cast< CAI_BehaviorBase * >( new className ); \
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}; \
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class C##className##Foo \
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{ \
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public: \
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C##className##Foo( void ) \
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{ \
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CAI_BehaviorBase::GetBehaviorClasses()->Add( className::GetClassName(), #className, \
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sizeof( className ),&C##className##Factory ); \
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} \
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}; \
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static C##className##Foo g_C##className##Foo;
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//-----------------------------------------------------------------------------
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// Purpose: Template provides provides back bridge to owning class and
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// establishes namespace settings
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//-----------------------------------------------------------------------------
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template <class NPC_CLASS = CAI_BaseNPC, const int ID_SPACE_OFFSET = 100000>
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class CAI_Behavior : public CAI_ComponentWithOuter<NPC_CLASS, CAI_BehaviorBase>
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{
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public:
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DECLARE_CLASS_NOFRIEND( CAI_Behavior, NPC_CLASS );
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enum
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{
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NEXT_TASK = ID_SPACE_OFFSET,
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NEXT_SCHEDULE = ID_SPACE_OFFSET,
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NEXT_CONDITION = ID_SPACE_OFFSET,
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NEXT_CHANNEL = ID_SPACE_OFFSET,
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};
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void SetCondition( int condition )
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{
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if ( condition >= ID_SPACE_OFFSET && condition < ID_SPACE_OFFSET + 10000 ) // it's local to us
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condition = GetClassScheduleIdSpace()->ConditionLocalToGlobal( condition );
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this->GetOuter()->SetCondition( condition );
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}
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bool HasCondition( int condition )
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{
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if ( condition >= ID_SPACE_OFFSET && condition < ID_SPACE_OFFSET + 10000 ) // it's local to us
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condition = GetClassScheduleIdSpace()->ConditionLocalToGlobal( condition );
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return this->GetOuter()->HasCondition( condition );
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}
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bool HasInterruptCondition( int condition )
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{
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if ( condition >= ID_SPACE_OFFSET && condition < ID_SPACE_OFFSET + 10000 ) // it's local to us
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condition = GetClassScheduleIdSpace()->ConditionLocalToGlobal( condition );
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return this->GetOuter()->HasInterruptCondition( condition );
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}
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void ClearCondition( int condition )
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{
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if ( condition >= ID_SPACE_OFFSET && condition < ID_SPACE_OFFSET + 10000 ) // it's local to us
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condition = GetClassScheduleIdSpace()->ConditionLocalToGlobal( condition );
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this->GetOuter()->ClearCondition( condition );
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}
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protected:
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CAI_Behavior(NPC_CLASS *pOuter = NULL)
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: CAI_ComponentWithOuter<NPC_CLASS, CAI_BehaviorBase>(pOuter)
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{
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}
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static CAI_GlobalScheduleNamespace *GetSchedulingSymbols()
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{
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return NPC_CLASS::GetSchedulingSymbols();
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}
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virtual CAI_ClassScheduleIdSpace *GetClassScheduleIdSpace()
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{
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return this->GetOuter()->GetClassScheduleIdSpace();
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}
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static CAI_ClassScheduleIdSpace &AccessClassScheduleIdSpaceDirect()
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{
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return NPC_CLASS::AccessClassScheduleIdSpaceDirect();
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}
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private:
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virtual bool IsBehaviorSchedule( int scheduleType ) { return ( scheduleType >= ID_SPACE_OFFSET && scheduleType < ID_SPACE_OFFSET + 10000 ); }
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};
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//-----------------------------------------------------------------------------
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// Purpose: The common instantiation of the above template
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//-----------------------------------------------------------------------------
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typedef CAI_Behavior<> CAI_SimpleBehavior;
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//-----------------------------------------------------------------------------
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// Purpose: Base class for AIs that want to act as a host for CAI_Behaviors
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// NPCs aren't required to use this, but probably want to.
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//-----------------------------------------------------------------------------
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template <class BASE_NPC>
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class CAI_BehaviorHostBase : public BASE_NPC
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{
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DECLARE_CLASS( CAI_BehaviorHostBase, BASE_NPC );
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protected:
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CAI_BehaviorHostBase()
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{
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}
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};
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template <class BASE_NPC>
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class CAI_BehaviorHost : public CAI_BehaviorHostBase<BASE_NPC>
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{
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DECLARE_CLASS( CAI_BehaviorHost, CAI_BehaviorHostBase<BASE_NPC> );
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public:
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CAI_BehaviorHost()
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{
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}
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#define AI_GENERATE_BRIDGES
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#include "ai_behavior_template.h"
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#define AI_GENERATE_HOST_METHODS
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#include "ai_behavior_template.h"
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void CleanupOnDeath( CBaseEntity *pCulprit = NULL, bool bFireDeathOutput = true );
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virtual int Save( ISave &save );
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virtual int Restore( IRestore &restore );
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// Bridges
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void Precache();
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void UpdateOnRemove();
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void Event_Killed( const CTakeDamageInfo &info );
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void GatherConditions();
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int SelectSchedule();
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void KeepRunningBehavior();
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int SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode );
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void OnStartSchedule( int scheduleType );
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int TranslateSchedule( int scheduleType );
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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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CAI_Schedule * GetSchedule(int localScheduleID);
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const char * TaskName(int taskID);
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void BuildScheduleTestBits();
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void BuildScheduleTestBitsNotActive();
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void OnChangeHintGroup( string_t oldGroup, string_t newGroup );
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void OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon );
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void OnRestore();
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float GetJumpGravity() const;
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bool IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos, float maxUp, float maxDown, float maxDist ) const;
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bool MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost );
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//---------------------------------
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protected:
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CAI_Schedule * GetNewSchedule();
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CAI_Schedule * GetFailSchedule();
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private:
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void BehaviorBridge_GatherConditions();
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int BehaviorBridge_SelectSchedule();
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int BehaviorBridge_TranslateSchedule( int scheduleType );
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float BehaviorBridge_GetJumpGravity() const;
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bool BehaviorBridge_IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos, float maxUp, float maxDown, float maxDist ) const;
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bool BehaviorBridge_MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost );
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bool m_bCalledBehaviorSelectSchedule;
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};
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//-----------------------------------------------------------------------------
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// The first frame a behavior begins schedule selection, it won't have had it's GatherConditions()
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// called. To fix this, BeginScheduleSelection() manually calls the new behavior's GatherConditions(),
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// but sets this global so that the baseclass GatherConditions() isn't called as well.
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extern bool g_bBehaviorHost_PreventBaseClassGatherConditions;
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//-----------------------------------------------------------------------------
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inline void CAI_BehaviorBase::BridgeOnStartSchedule( int scheduleType )
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{
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int localId = AI_IdIsGlobal( scheduleType ) ? GetClassScheduleIdSpace()->ScheduleGlobalToLocal( scheduleType ) : scheduleType;
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OnStartSchedule( localId );
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}
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||
//-------------------------------------
|
||
|
||
inline int CAI_BehaviorBase::BridgeSelectSchedule()
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||
{
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int result = SelectSchedule();
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|
||
if ( IsBehaviorSchedule( result ) )
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||
return GetClassScheduleIdSpace()->ScheduleLocalToGlobal( result );
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return result;
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}
|
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|
||
//-------------------------------------
|
||
|
||
inline bool CAI_BehaviorBase::BridgeSelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode, int *pResult )
|
||
{
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||
m_fOverrode = true;
|
||
int result = SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
|
||
if ( m_fOverrode )
|
||
{
|
||
if ( result != SCHED_NONE )
|
||
{
|
||
if ( IsBehaviorSchedule( result ) )
|
||
*pResult = GetClassScheduleIdSpace()->ScheduleLocalToGlobal( result );
|
||
else
|
||
*pResult = result;
|
||
return true;
|
||
}
|
||
Warning( "An AI behavior is in control but has no recommended schedule\n" );
|
||
}
|
||
return false;
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
inline bool CAI_BehaviorBase::BridgeStartTask( const Task_t *pTask )
|
||
{
|
||
m_fOverrode = true;
|
||
StartTask( pTask );
|
||
return m_fOverrode;
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
inline bool CAI_BehaviorBase::BridgeRunTask( const Task_t *pTask)
|
||
{
|
||
m_fOverrode = true;
|
||
RunTask( pTask );
|
||
return m_fOverrode;
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
inline void CAI_BehaviorBase::ChainStartTask( int task, float taskData )
|
||
{
|
||
Task_t tempTask = { task, taskData };
|
||
|
||
bool fPrevOverride = m_fOverrode;
|
||
this->GetOuter()->StartTask( (const Task_t *)&tempTask );
|
||
m_fOverrode = fPrevOverride;;
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
inline void CAI_BehaviorBase::ChainRunTask( int task, float taskData )
|
||
{
|
||
Task_t tempTask = { task, taskData };
|
||
bool fPrevOverride = m_fOverrode;
|
||
this->GetOuter()->RunTask( (const Task_t *) &tempTask );
|
||
m_fOverrode = fPrevOverride;;
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
inline int CAI_BehaviorBase::BridgeTranslateSchedule( int scheduleType )
|
||
{
|
||
int localId = AI_IdIsGlobal( scheduleType ) ? GetClassScheduleIdSpace()->ScheduleGlobalToLocal( scheduleType ) : scheduleType;
|
||
int result = TranslateSchedule( localId );
|
||
|
||
return result;
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
inline bool CAI_BehaviorBase::BridgeGetSchedule( int localScheduleID, CAI_Schedule **ppResult )
|
||
{
|
||
*ppResult = GetSchedule( localScheduleID );
|
||
return (*ppResult != NULL );
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
inline bool CAI_BehaviorBase::BridgeTaskName( int taskID, const char **ppResult )
|
||
{
|
||
if ( AI_IdIsLocal( taskID ) )
|
||
{
|
||
*ppResult = GetSchedulingSymbols()->TaskIdToSymbol( GetClassScheduleIdSpace()->TaskLocalToGlobal( taskID ) );
|
||
return (*ppResult != NULL );
|
||
}
|
||
return false;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline void CAI_BehaviorHost<BASE_NPC>::CleanupOnDeath( CBaseEntity *pCulprit, bool bFireDeathOutput )
|
||
{
|
||
this->DeferSchedulingToBehavior( NULL );
|
||
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
|
||
{
|
||
this->m_Behaviors[i]->CleanupOnDeath( pCulprit, bFireDeathOutput );
|
||
}
|
||
BaseClass::CleanupOnDeath( pCulprit, bFireDeathOutput );
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline void CAI_BehaviorHost<BASE_NPC>::GatherConditions()
|
||
{
|
||
// Iterate over behaviors and call GatherConditionsNotActive() on each behavior
|
||
// not currently active.
|
||
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
|
||
{
|
||
if( this->m_Behaviors[i] != this->m_pPrimaryBehavior )
|
||
{
|
||
this->m_Behaviors[i]->GatherConditionsNotActive();
|
||
}
|
||
}
|
||
|
||
if ( this->m_pPrimaryBehavior )
|
||
this->m_pPrimaryBehavior->GatherConditions();
|
||
else
|
||
BaseClass::GatherConditions();
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline void CAI_BehaviorHost<BASE_NPC>::BehaviorBridge_GatherConditions()
|
||
{
|
||
if ( g_bBehaviorHost_PreventBaseClassGatherConditions )
|
||
return;
|
||
|
||
BaseClass::GatherConditions();
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline void CAI_BehaviorHost<BASE_NPC>::OnStartSchedule( int scheduleType )
|
||
{
|
||
if ( this->m_pPrimaryBehavior )
|
||
this->m_pPrimaryBehavior->BridgeOnStartSchedule( scheduleType );
|
||
BaseClass::OnStartSchedule( scheduleType );
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline int CAI_BehaviorHost<BASE_NPC>::BehaviorBridge_SelectSchedule()
|
||
{
|
||
return BaseClass::SelectSchedule();
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline CAI_Schedule *CAI_BehaviorHost<BASE_NPC>::GetNewSchedule()
|
||
{
|
||
m_bCalledBehaviorSelectSchedule = false;
|
||
CAI_Schedule *pResult = BaseClass::GetNewSchedule();
|
||
if ( !m_bCalledBehaviorSelectSchedule && this->m_pPrimaryBehavior )
|
||
this->DeferSchedulingToBehavior( NULL );
|
||
return pResult;
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline CAI_Schedule *CAI_BehaviorHost<BASE_NPC>::GetFailSchedule()
|
||
{
|
||
m_bCalledBehaviorSelectSchedule = false;
|
||
CAI_Schedule *pResult = BaseClass::GetFailSchedule();
|
||
if ( !m_bCalledBehaviorSelectSchedule && this->m_pPrimaryBehavior )
|
||
this->DeferSchedulingToBehavior( NULL );
|
||
return pResult;
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline int CAI_BehaviorHost<BASE_NPC>::BehaviorBridge_TranslateSchedule( int scheduleType )
|
||
{
|
||
return BaseClass::TranslateSchedule( scheduleType );
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline int CAI_BehaviorHost<BASE_NPC>::TranslateSchedule( int scheduleType )
|
||
{
|
||
if ( this->m_pPrimaryBehavior )
|
||
{
|
||
return this->m_pPrimaryBehavior->BridgeTranslateSchedule( scheduleType );
|
||
}
|
||
return BaseClass::TranslateSchedule( scheduleType );
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline int CAI_BehaviorHost<BASE_NPC>::SelectSchedule()
|
||
{
|
||
m_bCalledBehaviorSelectSchedule = true;
|
||
if ( this->m_pPrimaryBehavior )
|
||
{
|
||
return this->m_pPrimaryBehavior->BridgeSelectSchedule();
|
||
}
|
||
|
||
return BaseClass::SelectSchedule();
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline void CAI_BehaviorHost<BASE_NPC>::KeepRunningBehavior()
|
||
{
|
||
if ( this->m_pPrimaryBehavior )
|
||
m_bCalledBehaviorSelectSchedule = true;
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline int CAI_BehaviorHost<BASE_NPC>::SelectFailSchedule( int failedSchedule, int failedTask, AI_TaskFailureCode_t taskFailCode )
|
||
{
|
||
m_bCalledBehaviorSelectSchedule = true;
|
||
int result = 0;
|
||
if ( this->m_pPrimaryBehavior && this->m_pPrimaryBehavior->BridgeSelectFailSchedule( failedSchedule, failedTask, taskFailCode, &result ) )
|
||
return result;
|
||
return BaseClass::SelectFailSchedule( failedSchedule, failedTask, taskFailCode );
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline void CAI_BehaviorHost<BASE_NPC>::StartTask( const Task_t *pTask )
|
||
{
|
||
if ( this->m_pPrimaryBehavior && this->m_pPrimaryBehavior->BridgeStartTask( pTask ) )
|
||
return;
|
||
BaseClass::StartTask( pTask );
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline void CAI_BehaviorHost<BASE_NPC>::RunTask( const Task_t *pTask )
|
||
{
|
||
if ( this->m_pPrimaryBehavior && this->m_pPrimaryBehavior->BridgeRunTask( pTask ) )
|
||
return;
|
||
BaseClass::RunTask( pTask );
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline CAI_Schedule *CAI_BehaviorHost<BASE_NPC>::GetSchedule(int localScheduleID)
|
||
{
|
||
CAI_Schedule *pResult;
|
||
if ( this->m_pPrimaryBehavior && this->m_pPrimaryBehavior->BridgeGetSchedule( localScheduleID, &pResult ) )
|
||
return pResult;
|
||
return BaseClass::GetSchedule( localScheduleID );
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline const char *CAI_BehaviorHost<BASE_NPC>::TaskName(int taskID)
|
||
{
|
||
const char *pszResult = NULL;
|
||
if ( this->m_pPrimaryBehavior && this->m_pPrimaryBehavior->BridgeTaskName( taskID, &pszResult ) )
|
||
return pszResult;
|
||
return BaseClass::TaskName( taskID );
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline void CAI_BehaviorHost<BASE_NPC>::BuildScheduleTestBits()
|
||
{
|
||
// Iterate over behaviors and call BuildScheduleTestBitsNotActive() on each behavior
|
||
// not currently active.
|
||
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
|
||
{
|
||
if( this->m_Behaviors[i] != this->m_pPrimaryBehavior )
|
||
{
|
||
this->m_Behaviors[i]->BuildScheduleTestBitsNotActive();
|
||
}
|
||
}
|
||
|
||
if ( this->m_pPrimaryBehavior )
|
||
this->m_pPrimaryBehavior->BuildScheduleTestBits();
|
||
|
||
BaseClass::BuildScheduleTestBits();
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline void CAI_BehaviorHost<BASE_NPC>::OnChangeHintGroup( string_t oldGroup, string_t newGroup )
|
||
{
|
||
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
|
||
{
|
||
this->m_Behaviors[i]->OnChangeHintGroup( oldGroup, newGroup );
|
||
}
|
||
BaseClass::OnChangeHintGroup( oldGroup, newGroup );
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline float CAI_BehaviorHost<BASE_NPC>::BehaviorBridge_GetJumpGravity() const
|
||
{
|
||
return BaseClass::GetJumpGravity();
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline bool CAI_BehaviorHost<BASE_NPC>::BehaviorBridge_IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos, float maxUp, float maxDown, float maxDist ) const
|
||
{
|
||
return BaseClass::IsJumpLegal( startPos, apex, endPos, maxUp, maxDown, maxDist );
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline bool CAI_BehaviorHost<BASE_NPC>::BehaviorBridge_MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost )
|
||
{
|
||
return BaseClass::MovementCost( moveType, vecStart, vecEnd, pCost );
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline void CAI_BehaviorHost<BASE_NPC>::OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon )
|
||
{
|
||
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
|
||
{
|
||
this->m_Behaviors[i]->OnChangeActiveWeapon( pOldWeapon, pNewWeapon );
|
||
}
|
||
BaseClass::OnChangeActiveWeapon( pOldWeapon, pNewWeapon );
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline void CAI_BehaviorHost<BASE_NPC>::OnRestore()
|
||
{
|
||
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
|
||
{
|
||
this->m_Behaviors[i]->OnRestore();
|
||
}
|
||
BaseClass::OnRestore();
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline void CAI_BehaviorHost<BASE_NPC>::Precache()
|
||
{
|
||
BaseClass::Precache();
|
||
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
|
||
{
|
||
this->m_Behaviors[i]->Precache();
|
||
}
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline void CAI_BehaviorHost<BASE_NPC>::UpdateOnRemove()
|
||
{
|
||
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
|
||
{
|
||
this->m_Behaviors[i]->UpdateOnRemove();
|
||
}
|
||
BaseClass::UpdateOnRemove();
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline void CAI_BehaviorHost<BASE_NPC>::Event_Killed( const CTakeDamageInfo &info )
|
||
{
|
||
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
|
||
{
|
||
this->m_Behaviors[i]->Event_Killed( info );
|
||
}
|
||
BaseClass::Event_Killed( info );
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline float CAI_BehaviorHost<BASE_NPC>::GetJumpGravity() const
|
||
{
|
||
// @HACKHACK
|
||
float base = BaseClass::GetJumpGravity();
|
||
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
|
||
{
|
||
float current = this->m_Behaviors[i]->GetJumpGravity();
|
||
if ( current != base )
|
||
{
|
||
return current;
|
||
}
|
||
}
|
||
|
||
return BaseClass::GetJumpGravity();
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline bool CAI_BehaviorHost<BASE_NPC>::IsJumpLegal( const Vector &startPos, const Vector &apex, const Vector &endPos, float maxUp, float maxDown, float maxDist ) const
|
||
{
|
||
// @HACKHACK
|
||
bool base = BaseClass::IsJumpLegal( startPos, apex, endPos, maxUp, maxDown, maxDist );
|
||
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
|
||
{
|
||
bool current = this->m_Behaviors[i]->IsJumpLegal( startPos, apex, endPos, maxUp, maxDown, maxDist );
|
||
if ( current != base )
|
||
{
|
||
return current;
|
||
}
|
||
}
|
||
|
||
return base;
|
||
}
|
||
|
||
template <class BASE_NPC>
|
||
inline bool CAI_BehaviorHost<BASE_NPC>::MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost )
|
||
{
|
||
// @HACKHACK
|
||
bool base = BaseClass::MovementCost( moveType, vecStart, vecEnd, pCost );
|
||
|
||
for( int i = 0; i < this->m_Behaviors.Count(); i++ )
|
||
{
|
||
bool current = this->m_Behaviors[i]->MovementCost( moveType, vecStart, vecEnd, pCost );
|
||
if ( current != base )
|
||
{
|
||
return current;
|
||
}
|
||
}
|
||
|
||
return base;
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline int CAI_BehaviorHost<BASE_NPC>::Save( ISave &save )
|
||
{
|
||
int result = BaseClass::Save( save );
|
||
if ( result )
|
||
CAI_BehaviorBase::SaveBehaviors( save, this->m_pPrimaryBehavior, this->AccessBehaviors(), this->NumBehaviors() );
|
||
return result;
|
||
}
|
||
|
||
//-------------------------------------
|
||
|
||
template <class BASE_NPC>
|
||
inline int CAI_BehaviorHost<BASE_NPC>::Restore( IRestore &restore )
|
||
{
|
||
int result = BaseClass::Restore( restore );
|
||
if ( result )
|
||
{
|
||
int iCurrent = CAI_BehaviorBase::RestoreBehaviors( restore, this->AccessBehaviors(), this->NumBehaviors() );
|
||
if ( iCurrent != -1 )
|
||
this->m_pPrimaryBehavior = this->AccessBehaviors()[iCurrent];
|
||
else
|
||
this->m_pPrimaryBehavior = NULL;
|
||
}
|
||
return result;
|
||
}
|
||
|
||
//-----------------------------------------------------------------------------
|
||
|
||
#endif // AI_BEHAVIOR_H
|