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- /*
- ** Command & Conquer Generals(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: AIGuard.h
- /*---------------------------------------------------------------------------*/
- /* EA Pacific */
- /* Confidential Information */
- /* Copyright (C) 2001 - All Rights Reserved */
- /* DO NOT DISTRIBUTE */
- /*---------------------------------------------------------------------------*/
- /* Project: RTS3 */
- /* File name: AIGuard.h */
- /* Created: John K. McDonald, Jr., 3/29/2002 */
- /* Desc: // Define Guard states for AI */
- /* Revision History: */
- /* 3/29/2002 : Initial creation */
- /*---------------------------------------------------------------------------*/
- #pragma once
- #ifndef _H_AIGUARD_
- #define _H_AIGUARD_
- // INCLUDES ///////////////////////////////////////////////////////////////////
- #include "Common/GameMemory.h"
- #include "GameLogic/AIStateMachine.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/AI.h"
- // DEFINES ////////////////////////////////////////////////////////////////////
- // TYPE DEFINES ///////////////////////////////////////////////////////////////
- enum
- {
- // prevent collisions with other states that we might use, (namely AI_IDLE)
- AI_GUARD_INNER = 5000, ///< Attack anything within this area till death
- AI_GUARD_IDLE, ///< Wait till something shows up to attack.
- AI_GUARD_OUTER, ///< Attack anything within this area that has been aggressive, until the timer expires
- AI_GUARD_RETURN, ///< Restore to a position within the inner circle
- AI_GUARD_GET_CRATE, ///< Pick up a crate from an enemy we killed.
- AI_GUARD_ATTACK_AGGRESSOR, ///< Attack something that attacked me (that I can attack)
- };
- //--------------------------------------------------------------------------------------
- class ExitConditions : public AttackExitConditionsInterface
- {
- public:
- enum ExitConditionsEnum
- {
- ATTACK_ExitIfOutsideRadius = 0x01,
- ATTACK_ExitIfExpiredDuration = 0x02,
- ATTACK_ExitIfNoUnitFound = 0x04
- };
- Int m_conditionsToConsider;
- Coord3D m_center; // can be updated at any time by owner
- Real m_radiusSqr; // can be updated at any time by owner
- UnsignedInt m_attackGiveUpFrame; // frame at which we give up (if using)
- ExitConditions() : m_attackGiveUpFrame(0), m_conditionsToConsider(0), m_radiusSqr(0.0f)
- {
- //Added By Sadullah Nader
- // Initializations missing and needed
- m_center.zero();
- }
- virtual Bool shouldExit(const StateMachine* machine) const;
- };
- // FORWARD DECLARATIONS ///////////////////////////////////////////////////////
- //--------------------------------------------------------------------------------------
- class AIGuardMachine : public StateMachine
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AIGuardMachine, "AIGuardMachinePool" );
- private:
- ObjectID m_targetToGuard;
- const PolygonTrigger * m_areaToGuard;
- Coord3D m_positionToGuard;
- ObjectID m_nemesisToAttack;
- GuardMode m_guardMode;
- protected:
- // snapshot interface
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess();
- public:
- /**
- * The implementation of this constructor defines the states
- * used by this machine.
- */
- AIGuardMachine( Object *owner );
- Object* findTargetToGuardByID( void ) { return TheGameLogic->findObjectByID(m_targetToGuard); }
- void setTargetToGuard( const Object *object ) { m_targetToGuard = object ? object->getID() : INVALID_ID; }
-
- const Coord3D *getPositionToGuard( void ) const { return &m_positionToGuard; }
- void setTargetPositionToGuard( const Coord3D *pos) { m_positionToGuard = *pos; }
- const PolygonTrigger *getAreaToGuard( void ) const { return m_areaToGuard; }
- void setAreaToGuard( const PolygonTrigger *area) { m_areaToGuard = area; }
- void setNemesisID(ObjectID id) { m_nemesisToAttack = id; }
- ObjectID getNemesisID() const { return m_nemesisToAttack; }
- GuardMode getGuardMode() const { return m_guardMode; }
- void setGuardMode(GuardMode guardMode) { m_guardMode = guardMode; }
- Bool lookForInnerTarget(void);
- static Real getStdGuardRange(const Object* obj);
- };
- //--------------------------------------------------------------------------------------
- class AIGuardInnerState : public State
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AIGuardInnerState, "AIGuardInnerState")
- public:
- AIGuardInnerState( StateMachine *machine ) : State( machine, "AIGuardInner" ) { }
- virtual StateReturnType onEnter( void );
- virtual StateReturnType update( void );
- virtual void onExit( StateExitType status );
- protected:
- // snapshot interface
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess();
- private:
- AIGuardMachine* getGuardMachine() { return (AIGuardMachine*)getMachine(); }
- ExitConditions m_exitConditions;
- AIAttackState *m_attackState;
- };
- EMPTY_DTOR(AIGuardInnerState)
- //--------------------------------------------------------------------------------------
- class AIGuardIdleState : public State
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AIGuardIdleState, "AIGuardIdleState")
- public:
- AIGuardIdleState( StateMachine *machine ) : State( machine, "AIGuardIdleState" ) { }
- virtual StateReturnType onEnter( void );
- virtual StateReturnType update( void );
- virtual void onExit( StateExitType status );
- protected:
- // snapshot interface
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess();
- private:
- AIGuardMachine* getGuardMachine() { return (AIGuardMachine*)getMachine(); }
- UnsignedInt m_nextEnemyScanTime;
- Coord3D m_guardeePos; ///< Where the object we are guarding was last.
- };
- EMPTY_DTOR(AIGuardIdleState)
- //--------------------------------------------------------------------------------------
- class AIGuardOuterState : public State
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AIGuardOuterState, "AIGuardOuterState")
- public:
- AIGuardOuterState( StateMachine *machine ) : State( machine, "AIGuardOuter" )
- {
- m_attackState = NULL;
- }
- virtual StateReturnType onEnter( void );
- virtual StateReturnType update( void );
- virtual void onExit( StateExitType status );
- protected:
- // snapshot interface
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess();
- private:
- AIGuardMachine* getGuardMachine() { return (AIGuardMachine*)getMachine(); }
- ExitConditions m_exitConditions;
- AIAttackState *m_attackState;
- };
- EMPTY_DTOR(AIGuardOuterState)
- //--------------------------------------------------------------------------------------
- class AIGuardReturnState : public AIInternalMoveToState
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AIGuardReturnState, "AIGuardReturnState")
- private:
- AIGuardMachine* getGuardMachine() { return (AIGuardMachine*)getMachine(); }
- public:
- AIGuardReturnState( StateMachine *machine ) : AIInternalMoveToState( machine, "AIGuardReturn" )
- {
- m_nextReturnScanTime = 0;
- }
- virtual StateReturnType onEnter( void );
- virtual StateReturnType update( void );
- virtual void onExit( StateExitType status );
- protected:
- // snapshot interface
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess();
- private:
- UnsignedInt m_nextReturnScanTime;
- };
- EMPTY_DTOR(AIGuardReturnState)
- //--------------------------------------------------------------------------------------
- class AIGuardPickUpCrateState : public AIPickUpCrateState
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AIGuardPickUpCrateState, "AIGuardPickUpCrateState")
- public:
- AIGuardPickUpCrateState( StateMachine *machine );
- virtual StateReturnType onEnter( void );
- virtual StateReturnType update( void );
- virtual void onExit( StateExitType status );
- };
- EMPTY_DTOR(AIGuardPickUpCrateState)
- //--------------------------------------------------------------------------------------
- class AIGuardAttackAggressorState : public State
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AIGuardAttackAggressorState, "AIGuardAttackAggressorState")
- public:
- AIGuardAttackAggressorState( StateMachine *machine );
- virtual StateReturnType onEnter( void );
- virtual StateReturnType update( void );
- virtual void onExit( StateExitType status );
- protected:
- // snapshot interface
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess();
- private:
- AIGuardMachine* getGuardMachine() { return (AIGuardMachine*)getMachine(); }
- ExitConditions m_exitConditions;
- AIAttackState *m_attackState;
- };
- EMPTY_DTOR(AIGuardAttackAggressorState)
- //--------------------------------------------------------------------------------------
- #endif /* _H_AIGUARD_ */
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