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- //-----------------------------------------------------------------------------
- // 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.
- //-----------------------------------------------------------------------------
- #ifndef _AIPLAYER_H_
- #define _AIPLAYER_H_
- #ifndef _PLAYER_H_
- #include "T3D/player.h"
- #endif
- 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
- 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<GameBase> 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;
- // Utility Methods
- void throwCallback( const char *name );
- public:
- DECLARE_CONOBJECT( AIPlayer );
- AIPlayer();
- ~AIPlayer();
- static void initPersistFields();
- bool onAdd();
- virtual bool getAIMove( Move *move );
- // Targeting and aiming sets/gets
- void setAimObject( GameBase *targetObject );
- void setAimObject( GameBase *targetObject, Point3F offset );
- GameBase* getAimObject() const { return mAimObject; }
- void setAimLocation( const Point3F &location );
- Point3F getAimLocation() const { return mAimLocation; }
- void clearAim();
- bool checkInLos(GameBase* target = NULL, bool _useMuzzle = false, bool _checkEnabled = false);
- bool checkInFoV(GameBase* target = NULL, F32 camFov = 45.0f, bool _checkEnabled = false);
- // 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();
- };
- #endif
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