hl2_src-leak-2017/src/game/server/hl2/ai_behavior_operator.h

145 lines
3.1 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Operate consoles/machinery in the world.
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_BEHAVIOR_OPERATOR_H
#define AI_BEHAVIOR_OPERATOR_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_behavior.h"
#include "ai_goalentity.h"
enum
{
OPERATOR_STATE_NOT_READY = 0,
OPERATOR_STATE_READY,
OPERATOR_STATE_FINISHED,
};
enum
{
OPERATOR_MOVETO_RESERVED = 0,
OPERATOR_MOVETO_WALK,
OPERATOR_MOVETO_RUN,
};
//=========================================================
//=========================================================
class CAI_OperatorGoal : public CAI_GoalEntity
{
DECLARE_CLASS( CAI_OperatorGoal, CAI_GoalEntity );
public:
CAI_OperatorGoal()
{
}
void EnableGoal( CAI_BaseNPC *pAI );
int GetState() { return m_iState; }
int GetMoveTo() { return m_iMoveTo; }
// Inputs
virtual void InputActivate( inputdata_t &inputdata );
virtual void InputDeactivate( inputdata_t &inputdata );
void InputSetStateReady( inputdata_t &inputdata );
void InputSetStateFinished( inputdata_t &inputdata );
COutputEvent m_OnBeginApproach;
COutputEvent m_OnMakeReady;
COutputEvent m_OnBeginOperating;
COutputEvent m_OnFinished;
DECLARE_DATADESC();
protected:
int m_iState;
int m_iMoveTo;
string_t m_iszContextTarget;
};
//=========================================================
//=========================================================
class CAI_OperatorBehavior : public CAI_SimpleBehavior
{
DECLARE_CLASS( CAI_OperatorBehavior, CAI_SimpleBehavior );
public:
CAI_OperatorBehavior();
virtual const char *GetName() { return "Operator"; }
virtual void SetParameters( CAI_OperatorGoal *pGoal, CBaseEntity *pPositionEnt, CBaseEntity *pContextTarget );
virtual bool CanSelectSchedule();
//virtual void BeginScheduleSelection();
//virtual void EndScheduleSelection();
bool CanSeePositionEntity();
bool IsAtPositionEntity();
void GatherConditionsNotActive();
void GatherConditions( void );
void StartTask( const Task_t *pTask );
void RunTask( const Task_t *pTask );
CAI_OperatorGoal *GetGoalEntity();
bool IsGoalReady();
//void BuildScheduleTestBits();
//int TranslateSchedule( int scheduleType );
//void OnStartSchedule( int scheduleType );
//void InitializeBehavior();
enum
{
SCHED_OPERATOR_APPROACH_POSITION = BaseClass::NEXT_SCHEDULE,
SCHED_OPERATOR_MAKE_READY,
SCHED_OPERATOR_OPERATE,
SCHED_OPERATOR_WAIT_FOR_HOLSTER,
NEXT_SCHEDULE,
TASK_OPERATOR_GET_PATH_TO_POSITION = BaseClass::NEXT_TASK,
TASK_OPERATOR_START_PATH,
TASK_OPERATOR_OPERATE,
NEXT_TASK,
COND_OPERATOR_LOST_SIGHT_OF_POSITION = BaseClass::NEXT_CONDITION,
NEXT_CONDITION,
};
DEFINE_CUSTOM_SCHEDULE_PROVIDER;
public:
EHANDLE m_hGoalEntity;
EHANDLE m_hPositionEnt;
EHANDLE m_hContextTarget;
CRandStopwatch m_WatchSeeEntity;
private:
virtual int SelectSchedule();
//---------------------------------
DECLARE_DATADESC();
};
#endif // AI_BEHAVIOR_OPERATOR_H