//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames // Copyright (C) 2015 Faust Logic, Inc. //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~// #ifndef _AIPLAYER_H_ #define _AIPLAYER_H_ #ifndef _PLAYER_H_ #include "T3D/player.h" #endif #ifdef TORQUE_NAVIGATION_ENABLED #include "navigation/navPath.h" #include "navigation/navMesh.h" #include "navigation/coverPoint.h" #endif // TORQUE_NAVIGATION_ENABLED class AIPlayer : public Player { typedef Player Parent; public: enum MoveState { ModeStop, // AI has stopped moving. ModeMove, // AI is currently moving. ModeStuck, // AI is stuck, but wants to move. ModeSlowing, // AI is slowing down as it reaches it's destination. }; private: MoveState mMoveState; F32 mMoveSpeed; F32 mMoveTolerance; // Distance from destination before we stop F32 mAttackRadius; // Distance to trigger weaponry calcs Point3F mMoveDestination; // Destination for movement Point3F mLastLocation; // For stuck check F32 mMoveStuckTolerance; // Distance tolerance on stuck check S32 mMoveStuckTestDelay; // The number of ticks to wait before checking if the AI is stuck S32 mMoveStuckTestCountdown; // The current countdown until at AI starts to check if it is stuck bool mMoveSlowdown; // Slowdown as we near the destination SimObjectPtr mAimObject; // Object to point at, overrides location bool mAimLocationSet; // Has an aim location been set? Point3F mAimLocation; // Point to look at bool mTargetInLOS; // Is target object visible? Point3F mAimOffset; // move triggers bool mMoveTriggers[MaxTriggerKeys]; // Utility Methods void throwCallback( const char *name ); #ifdef TORQUE_NAVIGATION_ENABLED /// Should we jump? enum JumpStates { None, ///< No, don't jump. Now, ///< Jump immediately. Ledge, ///< Jump when we walk off a ledge. } mJump; /// Stores information about a path. struct PathData { /// Pointer to path object. SimObjectPtr path; /// Do we own our path? If so, we will delete it when finished. bool owned; /// Path node we're at. U32 index; /// Default constructor. PathData() : path(NULL) { owned = false; index = 0; } }; /// Path we are currently following. PathData mPathData; /// Get the current path we're following. NavPath *getPath() { return mPathData.path; } /// Stores information about our cover. struct CoverData { /// Pointer to a cover point. SimObjectPtr cover; /// Default constructor. CoverData() : cover(NULL) {} }; /// Current cover we're trying to get to. CoverData mCoverData; /// Information about a target we're following. struct FollowData { /// Object to follow. SimObjectPtr object; /// Distance at whcih to follow. F32 radius; Point3F lastPos; /// Default constructor. FollowData() : object(NULL) { radius = 5.0f; lastPos = Point3F::Zero; } }; /// Current object we're following. FollowData mFollowData; /// NavMesh we pathfind on. SimObjectPtr mNavMesh; /// Move to the specified node in the current path. void moveToNode(S32 node); #endif // TORQUE_NAVIGATION_ENABLED protected: virtual void onReachDestination(); virtual void onStuck(); public: DECLARE_CONOBJECT( AIPlayer ); AIPlayer(); ~AIPlayer(); static void initPersistFields(); bool onAdd(); void onRemove(); virtual bool getAIMove( Move *move ); virtual void updateMove(const Move *move); /// Clear out the current path. void clearPath(); /// Stop searching for cover. void clearCover(); /// Stop following me! void clearFollow(); // Targeting and aiming sets/gets void setAimObject( GameBase *targetObject ); void setAimObject(GameBase *targetObject, const Point3F& offset); GameBase* getAimObject() const { return mAimObject; } void setAimLocation( const Point3F &location ); Point3F getAimLocation() const { return mAimLocation; } void clearAim(); void getMuzzleVector(U32 imageSlot,VectorF* vec); bool checkInLos(GameBase* target = NULL, bool _useMuzzle = false, bool _checkEnabled = false); bool checkInFoV(GameBase* target = NULL, F32 camFov = 45.0f, bool _checkEnabled = false); F32 getTargetDistance(GameBase* target, bool _checkEnabled); // Movement sets/gets void setMoveSpeed( const F32 speed ); F32 getMoveSpeed() const { return mMoveSpeed; } void setMoveTolerance( const F32 tolerance ); F32 getMoveTolerance() const { return mMoveTolerance; } void setMoveDestination( const Point3F &location, bool slowdown ); Point3F getMoveDestination() const { return mMoveDestination; } void stopMove(); void setAiPose( S32 pose ); S32 getAiPose(); // Trigger sets/gets void setMoveTrigger( U32 slot, const bool isSet = true ); bool getMoveTrigger( U32 slot ) const; void clearMoveTriggers(); #ifdef TORQUE_NAVIGATION_ENABLED /// @name Pathfinding /// @{ enum NavSize { Small, Regular, Large } mNavSize; void setNavSize(NavSize size) { mNavSize = size; updateNavMesh(); } NavSize getNavSize() const { return mNavSize; } bool setPathDestination(const Point3F &pos); Point3F getPathDestination() const; void followNavPath(NavPath *path); void followObject(SceneObject *obj, F32 radius); void repath(); bool findCover(const Point3F &from, F32 radius); NavMesh *findNavMesh() const; void updateNavMesh(); NavMesh *getNavMesh() const { return mNavMesh; } /// Get cover we are moving to. CoverPoint *getCover() { return mCoverData.cover; } /// Types of link we can use. LinkData mLinkTypes; /// @} #endif // TORQUE_NAVIGATION_ENABLED // New method, restartMove(), restores the AIPlayer to its normal move-state // following animation overrides from AFX. The tag argument is used to match // the latest override and prevents interruption of overlapping animation // overrides. // New method, saveMoveState(), stores the current movement state // so that it can be restored when restartMove() is called. // See related anim-clip changes in Player.[h,cc]. private: S32 mMoveState_saved; public: void restartMove(U32 tag); void saveMoveState(); }; #endif