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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: AITNGuard.h
- /*---------------------------------------------------------------------------*/
- /* EA Pacific */
- /* Confidential Information */
- /* Copyright (C) 2001 - All Rights Reserved */
- /* DO NOT DISTRIBUTE */
- /*---------------------------------------------------------------------------*/
- /* Project: RTS3 */
- /* File name: AITNGuard.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_AITNGUARD_
- #define _H_AITNGUARD_
- // 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_TN_GUARD_INNER = 5000, ///< Attack anything within this area till death
- AI_TN_GUARD_IDLE, ///< Wait till something shows up to attack.
- AI_TN_GUARD_OUTER, ///< Attack anything within this area that has been aggressive, until the timer expires
- AI_TN_GUARD_RETURN, ///< Restore to a position within the inner circle
- AI_TN_GUARD_GET_CRATE, ///< Pick up a crate from an enemy we killed.
- AI_TN_GUARD_ATTACK_AGGRESSOR, ///< Attack something that attacked me (that I can attack)
- };
- //--------------------------------------------------------------------------------------
- class TunnelNetworkExitConditions : public AttackExitConditionsInterface
- {
- public:
- UnsignedInt m_attackGiveUpFrame; // frame at which we give up (if using)
- TunnelNetworkExitConditions() : m_attackGiveUpFrame(0)
- {
- }
- virtual Bool shouldExit(const StateMachine* machine) const;
- };
- // FORWARD DECLARATIONS ///////////////////////////////////////////////////////
- //--------------------------------------------------------------------------------------
- class AITNGuardMachine : public StateMachine
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( AITNGuardMachine, "AITNGuardMachinePool" );
- private:
- 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.
- */
- AITNGuardMachine( Object *owner );
-
- const Coord3D *getPositionToGuard( void ) const { return &m_positionToGuard; }
- void setTargetPositionToGuard( const Coord3D *pos) { m_positionToGuard = *pos; }
- 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 AITNGuardInnerState : public State
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AITNGuardInnerState, "AITNGuardInnerState")
- public:
- AITNGuardInnerState( StateMachine *machine ) : State( machine, "AITNGuardInner" ) { }
- 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:
- AITNGuardMachine* getGuardMachine() { return (AITNGuardMachine*)getMachine(); }
- TunnelNetworkExitConditions m_exitConditions;
- Bool m_scanForEnemy;
- AIAttackState *m_attackState;
- };
- EMPTY_DTOR(AITNGuardInnerState)
- //--------------------------------------------------------------------------------------
- class AITNGuardIdleState : public State
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AITNGuardIdleState, "AITNGuardIdleState")
- public:
- AITNGuardIdleState( StateMachine *machine ) : State( machine, "AITNGuardIdleState" ) { }
- 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:
- AITNGuardMachine* getGuardMachine() { return (AITNGuardMachine*)getMachine(); }
- UnsignedInt m_nextEnemyScanTime;
- Coord3D m_guardeePos; ///< Where the object we are guarding was last.
- };
- EMPTY_DTOR(AITNGuardIdleState)
- //--------------------------------------------------------------------------------------
- class AITNGuardOuterState : public State
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AITNGuardOuterState, "AITNGuardOuterState")
- public:
- AITNGuardOuterState( StateMachine *machine ) : State( machine, "AITNGuardOuter" )
- {
- 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:
- AITNGuardMachine* getGuardMachine() { return (AITNGuardMachine*)getMachine(); }
- TunnelNetworkExitConditions m_exitConditions;
- AIAttackState *m_attackState;
- };
- EMPTY_DTOR(AITNGuardOuterState)
- //--------------------------------------------------------------------------------------
- class AITNGuardReturnState : public AIEnterState
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AITNGuardReturnState, "AITNGuardReturnState")
- private:
- AITNGuardMachine* getGuardMachine() { return (AITNGuardMachine*)getMachine(); }
- public:
- AITNGuardReturnState( StateMachine *machine ) : AIEnterState(machine )
- {
- m_nextReturnScanTime = 0;
- }
- virtual StateReturnType onEnter( void );
- virtual StateReturnType update( void );
- virtual void onExit( StateExitType status );
- protected:
- UnsignedInt m_nextReturnScanTime;
- protected:
- // snapshot interface
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess();
- };
- EMPTY_DTOR(AITNGuardReturnState)
- //--------------------------------------------------------------------------------------
- class AITNGuardPickUpCrateState : public AIPickUpCrateState
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AITNGuardPickUpCrateState, "AITNGuardPickUpCrateState")
- public:
- AITNGuardPickUpCrateState( StateMachine *machine );
- virtual StateReturnType onEnter( void );
- virtual StateReturnType update( void );
- virtual void onExit( StateExitType status );
- };
- EMPTY_DTOR(AITNGuardPickUpCrateState)
- //--------------------------------------------------------------------------------------
- class AITNGuardAttackAggressorState : public State
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AITNGuardAttackAggressorState, "AITNGuardAttackAggressorState")
- public:
- AITNGuardAttackAggressorState( 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:
- AITNGuardMachine* getGuardMachine() { return (AITNGuardMachine*)getMachine(); }
- TunnelNetworkExitConditions m_exitConditions;
- AIAttackState *m_attackState;
- };
- EMPTY_DTOR(AITNGuardAttackAggressorState)
- //--------------------------------------------------------------------------------------
- #endif /* _H_AIGUARD_ */
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