hl2_src-leak-2017/src/game/server/ai_pathfinder.h

205 lines
7.6 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_PATHFINDER_H
#define AI_PATHFINDER_H
#include "ai_component.h"
#include "ai_navtype.h"
#if defined( _WIN32 )
#pragma once
#endif
struct AIMoveTrace_t;
struct OverlayLine_t;
struct AI_Waypoint_t;
class CAI_Link;
class CAI_Network;
class CAI_Node;
//-----------------------------------------------------------------------------
// The type of route to build
enum RouteBuildFlags_e
{
bits_BUILD_GROUND = 0x00000001, //
bits_BUILD_JUMP = 0x00000002, //
bits_BUILD_FLY = 0x00000004, //
bits_BUILD_CLIMB = 0x00000008, //
bits_BUILD_GIVEWAY = 0x00000010, //
bits_BUILD_TRIANG = 0x00000020, //
bits_BUILD_IGNORE_NPCS = 0x00000040, // Ignore collisions with NPCs
bits_BUILD_COLLIDE_NPCS = 0x00000080, // Use collisions with NPCs (redundant for argument clarity)
bits_BUILD_GET_CLOSE = 0x00000100, // the route will be built even if it can't reach the destination
};
//-----------------------------------------------------------------------------
// CAI_Pathfinder
//
// Purpose: Executes pathfinds through an associated network.
//
//-----------------------------------------------------------------------------
class CAI_Pathfinder : public CAI_Component
{
public:
CAI_Pathfinder( CAI_BaseNPC *pOuter )
: CAI_Component(pOuter),
m_flLastStaleLinkCheckTime( 0 ),
m_pNetwork( NULL )
{
}
void Init( CAI_Network *pNetwork );
//---------------------------------
int NearestNodeToNPC();
int NearestNodeToPoint( const Vector &vecOrigin );
AI_Waypoint_t* FindBestPath (int startID, int endID);
AI_Waypoint_t* FindShortRandomPath (int startID, float minPathLength, const Vector &vDirection = vec3_origin);
// --------------------------------
bool IsLinkUsable(CAI_Link *pLink, int startID);
// --------------------------------
AI_Waypoint_t *BuildRoute( const Vector &vStart, const Vector &vEnd, CBaseEntity *pTarget, float goalTolerance, Navigation_t curNavType = NAV_NONE, bool bLocalSucceedOnWithinTolerance = false );
void UnlockRouteNodes( AI_Waypoint_t * );
// --------------------------------
void SetIgnoreBadLinks() { m_bIgnoreStaleLinks = true; } // lasts only for the next pathfind
// --------------------------------
virtual AI_Waypoint_t *BuildNodeRoute( const Vector &vStart, const Vector &vEnd, int buildFlags, float goalTolerance );
virtual AI_Waypoint_t *BuildLocalRoute( const Vector &vStart, const Vector &vEnd, CBaseEntity const *pTarget, int endFlags, int nodeID, int buildFlags, float goalTolerance);
virtual AI_Waypoint_t *BuildRadialRoute( const Vector &vStartPos, const Vector &vCenterPos, const Vector &vGoalPos, float flRadius, float flArc, float flStepDist, bool bClockwise, float goalTolerance, bool bAirRoute );
virtual AI_Waypoint_t *BuildTriangulationRoute( const Vector &vStart,
const Vector &vEnd, CBaseEntity const *pTarget, int endFlags, int nodeID,
float flYaw, float flDistToBlocker, Navigation_t navType);
virtual AI_Waypoint_t *BuildOBBAvoidanceRoute( const Vector &vStart, const Vector &vEnd,
const CBaseEntity *pObstruction, const CBaseEntity *pTarget,
Navigation_t navType );
// --------------------------------
bool Triangulate( Navigation_t navType, const Vector &vecStart, const Vector &vecEnd,
float flDistToBlocker, CBaseEntity const *pTargetEnt, Vector *pApex );
// --------------------------------
void DrawDebugGeometryOverlays( int m_debugOverlays );
protected:
virtual bool CanUseLocalNavigation() { return true; }
private:
friend class CPathfindNearestNodeFilter;
//---------------------------------
AI_Waypoint_t* RouteToNode(const Vector &vecOrigin, int buildFlags, int nodeID, float goalTolerance);
AI_Waypoint_t* RouteFromNode(const Vector &vecOrigin, int buildFlags, int nodeID, float goalTolerance);
AI_Waypoint_t * BuildNearestNodeRoute( const Vector &vGoal, bool bToNode, int buildFlags, float goalTolerance, int *pNearestNode );
//---------------------------------
AI_Waypoint_t* MakeRouteFromParents(int *parentArray, int endID);
AI_Waypoint_t* CreateNodeWaypoint( Hull_t hullType, int nodeID, int nodeFlags = 0 );
AI_Waypoint_t* BuildRouteThroughPoints( Vector *vecPoints, int nNumPoints, int nDirection, int nStartIndex, int nEndIndex, Navigation_t navType, CBaseEntity *pTarget );
bool IsLinkStillStale(int moveType, CAI_Link *nodeLink);
// --------------------------------
// Builds a simple route (no triangulation, no making way)
AI_Waypoint_t *BuildSimpleRoute( Navigation_t navType, const Vector &vStart, const Vector &vEnd,
const CBaseEntity *pTarget, int endFlags, int nodeID, int nodeTargetType, float flYaw);
// Builds a complex route (triangulation, making way)
AI_Waypoint_t *BuildComplexRoute( Navigation_t navType, const Vector &vStart,
const Vector &vEnd, const CBaseEntity *pTarget, int endFlags, int nodeID,
int buildFlags, float flYaw, float goalTolerance, float maxLocalNavDistance );
AI_Waypoint_t *BuildGroundRoute( const Vector &vStart, const Vector &vEnd, CBaseEntity const *pTarget, int endFlags, int nodeID, int buildFlags, float flYaw, float goalTolerance );
AI_Waypoint_t *BuildFlyRoute( const Vector &vStart, const Vector &vEnd, CBaseEntity const *pTarget, int endFlags, int nodeID, int buildFlags, float flYaw, float goalTolerance );
AI_Waypoint_t *BuildJumpRoute( const Vector &vStart, const Vector &vEnd, CBaseEntity const *pTarget, int endFlags, int nodeID, int buildFlags, float flYaw );
AI_Waypoint_t *BuildClimbRoute( const Vector &vStart, const Vector &vEnd, CBaseEntity const *pTarget, int endFlags, int nodeID, int buildFlags, float flYaw );
// Computes the link type
Navigation_t ComputeWaypointType( CAI_Node **ppNodes, int parentID, int destID );
// --------------------------------
bool TestTriangulationRoute( Navigation_t navType, const Vector& vecStart,
const Vector &vecApex, const Vector &vecEnd, const CBaseEntity *pTargetEnt, AIMoveTrace_t *pStartTrace );
// --------------------------------
bool CheckStaleRoute( const Vector &vStart, const Vector &vEnd, int moveTypes);
bool CheckStaleNavTypeRoute( Navigation_t navType, const Vector &vStart, const Vector &vEnd );
// --------------------------------
bool CanGiveWay( const Vector& vStart, const Vector& vEnd, CBaseEntity *pNPCBlocker );
// --------------------------------
bool UseStrongOptimizations();
// --------------------------------
// Debugging fields and functions
class CTriDebugOverlay
{
public:
CTriDebugOverlay()
: m_debugTriOverlayLine( NULL )
{
}
void AddTriOverlayLines( const Vector &vecStart, const Vector &vecApex, const Vector &vecEnd, const AIMoveTrace_t &startTrace, const AIMoveTrace_t &endTrace, bool bPathClear );
void ClearTriOverlayLines(void);
void FadeTriOverlayLines(void);
void Draw(int npcDebugOverlays);
private:
void AddTriOverlayLine(const Vector &origin, const Vector &dest, int r, int g, int b, bool noDepthTest);
OverlayLine_t **m_debugTriOverlayLine;
};
CTriDebugOverlay m_TriDebugOverlay;
//---------------------------------
float m_flLastStaleLinkCheckTime; // Last time I check for a stale link
bool m_bIgnoreStaleLinks;
//---------------------------------
CAI_Network *GetNetwork() { return m_pNetwork; }
const CAI_Network *GetNetwork() const { return m_pNetwork; }
CAI_Network *m_pNetwork;
public:
DECLARE_SIMPLE_DATADESC();
};
//-----------------------------------------------------------------------------
#endif // AI_PATHFINDER_H