//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: AI Utility classes for building the initial AI Networks // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "ai_node.h" #include "ai_hull.h" #include "ai_hint.h" #include "ai_initutils.h" #include "ai_networkmanager.h" // to help eliminate node clutter by level designers, this is used to cap how many other nodes // any given node is allowed to 'see' in the first stage of graph creation "LinkVisibleNodes()". #include "ai_network.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" LINK_ENTITY_TO_CLASS( info_hint, CNodeEnt ); LINK_ENTITY_TO_CLASS( info_node, CNodeEnt ); LINK_ENTITY_TO_CLASS( info_node_hint, CNodeEnt ); LINK_ENTITY_TO_CLASS( info_node_air, CNodeEnt ); LINK_ENTITY_TO_CLASS( info_node_air_hint, CNodeEnt ); LINK_ENTITY_TO_CLASS( info_node_climb, CNodeEnt ); LINK_ENTITY_TO_CLASS( aitesthull, CAI_TestHull ); //----------------------------------------------------------------------------- // Init static variables //----------------------------------------------------------------------------- CAI_TestHull* CAI_TestHull::pTestHull = NULL; #ifdef CSTRIKE_DLL #define PLAYER_MODEL "models/player/ct_urban.mdl" #else #define PLAYER_MODEL "models/player.mdl" #endif //----------------------------------------------------------------------------- // Purpose: Make sure we have a "player.mdl" hull to test with //----------------------------------------------------------------------------- void CAI_TestHull::Precache() { BaseClass::Precache(); PrecacheModel( PLAYER_MODEL ); } //========================================================= // CAI_TestHull::Spawn //========================================================= void CAI_TestHull::Spawn(void) { Precache(); SetModel( PLAYER_MODEL ); // Set an initial hull size (this will change later) SetHullType(HULL_HUMAN); SetHullSizeNormal(); SetSolid( SOLID_BBOX ); AddSolidFlags( FSOLID_NOT_SOLID ); SetMoveType( MOVETYPE_STEP ); m_iHealth = 50; bInUse = false; // Make this invisible AddEffects( EF_NODRAW ); } //----------------------------------------------------------------------------- // Purpose: Get the test hull (create if none) // Input : // Output : //----------------------------------------------------------------------------- CAI_TestHull* CAI_TestHull::GetTestHull(void) { if (!CAI_TestHull::pTestHull) { CAI_TestHull::pTestHull = CREATE_ENTITY( CAI_TestHull, "aitesthull" ); CAI_TestHull::pTestHull->Spawn(); CAI_TestHull::pTestHull->AddFlag( FL_NPC ); } if (CAI_TestHull::pTestHull->bInUse == true) { DevMsg("WARNING: TestHull used and never returned!\n"); Assert( 0 ); } CAI_TestHull::pTestHull->RemoveSolidFlags( FSOLID_NOT_SOLID ); CAI_TestHull::pTestHull->bInUse = true; return CAI_TestHull::pTestHull; } //----------------------------------------------------------------------------- // Purpose: Get the test hull (create if none) // Input : // Output : //----------------------------------------------------------------------------- void CAI_TestHull::ReturnTestHull(void) { CAI_TestHull::pTestHull->bInUse = false; CAI_TestHull::pTestHull->AddSolidFlags( FSOLID_NOT_SOLID ); UTIL_SetSize(CAI_TestHull::pTestHull, vec3_origin, vec3_origin); UTIL_RemoveImmediate( pTestHull ); pTestHull = NULL; } //----------------------------------------------------------------------------- // Purpose: // Input : &startPos - // &endPos - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CAI_TestHull::IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const { const float MAX_JUMP_RISE = 1024.0f; const float MAX_JUMP_DISTANCE = 1024.0f; const float MAX_JUMP_DROP = 1024.0f; return BaseClass::IsJumpLegal( startPos, apex, endPos, MAX_JUMP_RISE, MAX_JUMP_DISTANCE, MAX_JUMP_DROP ); } //----------------------------------------------------------------------------- // Purpose: // Input : // Output : //----------------------------------------------------------------------------- CAI_TestHull::~CAI_TestHull(void) { CAI_TestHull::pTestHull = NULL; } //########################################################### // > CNodeEnt // // nodes start out as ents in the world. As they are spawned, // the node info is recorded then the ents are discarded. //########################################################### //---------------------------------------------------- // Static vars //---------------------------------------------------- int CNodeEnt::m_nNodeCount = 0; // ------------- // Data table // ------------- BEGIN_SIMPLE_DATADESC( HintNodeData ) DEFINE_FIELD( strEntityName, FIELD_STRING ), // DEFINE_FIELD( vecPosition, FIELD_VECTOR ), // Don't save DEFINE_KEYFIELD( nHintType, FIELD_SHORT, "hinttype" ), DEFINE_KEYFIELD( strGroup, FIELD_STRING, "Group" ), DEFINE_KEYFIELD( iDisabled, FIELD_INTEGER, "StartHintDisabled" ), DEFINE_FIELD( nNodeID, FIELD_INTEGER ), DEFINE_KEYFIELD( iszActivityName, FIELD_STRING, "hintactivity" ), DEFINE_KEYFIELD( nTargetWCNodeID, FIELD_INTEGER, "TargetNode" ), DEFINE_KEYFIELD( nWCNodeID, FIELD_INTEGER, "nodeid" ), DEFINE_KEYFIELD( fIgnoreFacing, FIELD_INTEGER, "IgnoreFacing" ), DEFINE_KEYFIELD( minState, FIELD_INTEGER, "MinimumState" ), DEFINE_KEYFIELD( maxState, FIELD_INTEGER, "MaximumState" ), END_DATADESC() // ------------- // Data table // ------------- BEGIN_DATADESC( CNodeEnt ) DEFINE_EMBEDDED( m_NodeData ), END_DATADESC() //========================================================= //========================================================= void CNodeEnt::Spawn( void ) { Spawn( NULL ); } //----------------------------------------------------------------------------- // Purpose: // Input : *pMapData - //----------------------------------------------------------------------------- int CNodeEnt::Spawn( const char *pMapData ) { m_NodeData.strEntityName = GetEntityName(); m_NodeData.vecPosition = GetAbsOrigin(); m_NodeData.nNodeID = NO_NODE; if ( m_NodeData.minState == NPC_STATE_NONE ) m_NodeData.minState = NPC_STATE_IDLE; if ( m_NodeData.maxState == NPC_STATE_NONE ) m_NodeData.maxState = NPC_STATE_COMBAT; // --------------------------------------------------------------------------------- // If just a hint node (not used for navigation) just create a hint and bail // --------------------------------------------------------------------------------- if (FClassnameIs( this, "info_hint" )) { if (m_NodeData.nHintType) { CAI_HintManager::CreateHint( &m_NodeData, pMapData ); } else { Warning("info_hint (HammerID: %d, position (%.2f, %.2f, %.2f)) with no hint type.\n", m_NodeData.nWCNodeID, m_NodeData.vecPosition.x, m_NodeData.vecPosition.y, m_NodeData.vecPosition.z ); } UTIL_RemoveImmediate( this ); return -1; } // --------------------------------------------------------------------------------- // First check if this node has a hint. If so create a hint entity // --------------------------------------------------------------------------------- CAI_Hint *pHint = NULL; if ( ClassMatches( "info_node_hint" ) || ClassMatches( "info_node_air_hint" ) ) { if ( m_NodeData.nHintType || m_NodeData.strGroup != NULL_STRING || m_NodeData.strEntityName != NULL_STRING ) { m_NodeData.nNodeID = m_nNodeCount; pHint = CAI_HintManager::CreateHint( &m_NodeData, pMapData ); pHint->AddSpawnFlags( GetSpawnFlags() ); } } // --------------------------------------------------------------------------------- // If we loaded from disk, we can discard all these node ents as soon as they spawn // unless we are in WC edited mode // --------------------------------------------------------------------------------- if ( g_pAINetworkManager->NetworksLoaded() && !engine->IsInEditMode()) { // If hint exists for this node, set it if (pHint) { CAI_Node *pNode = g_pBigAINet->GetNode(m_nNodeCount); if (pNode) pNode->SetHint( pHint ); else { DevMsg("AI node graph corrupt\n"); } } m_nNodeCount++; UTIL_RemoveImmediate( this ); return -1; } else { m_nNodeCount++; } // --------------------------------------------------------------------------------- // Add a new node to the network // --------------------------------------------------------------------------------- // For now just using one big AI network CAI_Node *new_node = g_pBigAINet->AddNode( GetAbsOrigin(), GetAbsAngles().y ); new_node->SetHint( pHint ); // ------------------------------------------------------------------------- // Update table of how each WC id relates to each engine ID // ------------------------------------------------------------------------- if (g_pAINetworkManager->GetEditOps()->m_pNodeIndexTable) { g_pAINetworkManager->GetEditOps()->m_pNodeIndexTable[new_node->GetId()] = m_NodeData.nWCNodeID; } // Keep track of largest index used by WC if (g_pAINetworkManager->GetEditOps()->m_nNextWCIndex <= m_NodeData.nWCNodeID) { g_pAINetworkManager->GetEditOps()->m_nNextWCIndex = m_NodeData.nWCNodeID+1; } // ------------------------------------------------------------------------- // If in WC edit mode: // Remember the original positions of the nodes before // they drop so we can send the undropped positions to wc. // ------------------------------------------------------------------------- if (engine->IsInEditMode()) { if (g_pAINetworkManager->GetEditOps()->m_pWCPosition) { g_pAINetworkManager->GetEditOps()->m_pWCPosition[new_node->GetId()] = new_node->GetOrigin(); } } if (FClassnameIs( this, "info_node_air" ) || FClassnameIs( this, "info_node_air_hint" )) { new_node->SetType( NODE_AIR ); } else if (FClassnameIs( this, "info_node_climb" )) { new_node->SetType( NODE_CLIMB ); } else { new_node->SetType( NODE_GROUND ); } new_node->m_eNodeInfo = ( m_spawnflags << NODE_ENT_FLAGS_SHIFT ); // If changed as part of WC editing process note that network must be rebuilt if (m_debugOverlays & OVERLAY_WC_CHANGE_ENTITY) { g_pAINetworkManager->GetEditOps()->SetRebuildFlags(); new_node->m_eNodeInfo |= bits_NODE_WC_CHANGED; // Initialize the new nodes position. The graph may not be rebuild // right away but the node should at least be positioned correctly g_AINetworkBuilder.InitNodePosition( g_pBigAINet, new_node ); } UTIL_RemoveImmediate( this ); return -1; } //----------------------------------------------------------------------------- // Purpose: // Input : // Output : //----------------------------------------------------------------------------- CNodeEnt::CNodeEnt( void ) { m_debugOverlays = 0; }