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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.
- //-----------------------------------------------------------------------------
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // 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<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;
- // 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<NavPath> 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<CoverPoint> 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<SceneObject> 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<NavMesh> 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
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