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ai_behavior_standoff.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Combat behaviors for AIs in a relatively self-preservationist mode.
// Lots of cover taking and attempted shots out of cover.
//
//=============================================================================//
#ifndef AI_BEHAVIOR_STANDOFF_H
#define AI_BEHAVIOR_STANDOFF_H
#include "utlvector.h"
#include "utlmap.h"
#include "ai_behavior.h"
#include "ai_utils.h"
#include "ai_hint.h"
#if defined( _WIN32 )
#pragma once
#endif
//-----------------------------------------------------------------------------
enum AI_HintChangeReaction_t
{
AIHCR_DEFAULT_AI,
AIHCR_MOVE_ON_COVER,
AIHCR_MOVE_IMMEDIATE,
};
struct AI_StandoffParams_t
{
AI_HintChangeReaction_t hintChangeReaction;
bool fCoverOnReload;
bool fPlayerIsBattleline;
float minTimeShots;
float maxTimeShots;
int minShots;
int maxShots;
int oddsCover;
bool fStayAtCover;
float flAbandonTimeLimit;
DECLARE_SIMPLE_DATADESC();
};
//-------------------------------------
enum AI_Posture_t
{
AIP_INDIFFERENT,
AIP_STANDING,
AIP_CROUCHING,
AIP_PEEKING,
};
enum
{
STANDOFF_SENTENCE_BEGIN_STANDOFF = SENTENCE_BASE_BEHAVIOR_INDEX,
STANDOFF_SENTENCE_END_STANDOFF,
STANDOFF_SENTENCE_OUT_OF_AMMO,
STANDOFF_SENTENCE_FORCED_TAKE_COVER,
STANDOFF_SENTENCE_STAND_CHECK_TARGET,
};
class CAI_MappedActivityBehavior_Temporary : public CAI_SimpleBehavior
{
DECLARE_CLASS( CAI_MappedActivityBehavior_Temporary, CAI_SimpleBehavior );
public:
CAI_MappedActivityBehavior_Temporary( CAI_BaseNPC *pOuter = NULL )
: CAI_SimpleBehavior(pOuter)
{
SetDefLessFunc( m_ActivityMap );
}
protected:
Activity GetMappedActivity( AI_Posture_t posture, Activity activity );
void OnChangeActiveWeapon( CBaseCombatWeapon *pOldWeapon, CBaseCombatWeapon *pNewWeapon );
virtual void UpdateTranslateActivityMap();
private:
CUtlMap<unsigned, Activity> m_ActivityMap;
};
class CAI_StandoffBehavior : public CAI_MappedActivityBehavior_Temporary
{
DECLARE_CLASS( CAI_StandoffBehavior, CAI_MappedActivityBehavior_Temporary );
public:
CAI_StandoffBehavior( CAI_BaseNPC *pOuter = NULL );
virtual const char *GetName() { return "Standoff"; }
void SetActive( bool fActive );
void SetParameters( const AI_StandoffParams_t ¶ms, CAI_GoalEntity *pGoalEntity = NULL );
Vector GetStandoffGoalPosition();
void SetStandoffGoalPosition( const Vector &vecPos );
void ClearStandoffGoalPosition();
AI_Posture_t GetPosture();
bool IsActive( void ) { return m_fActive; }
void OnChangeTacticalConstraints();
bool CanSelectSchedule();
bool IsBehindBattleLines( const Vector &point );
protected:
void Spawn();
void BeginScheduleSelection();
void EndScheduleSelection();
void PrescheduleThink();
void GatherConditions();
int SelectSchedule();
int TranslateSchedule( int scheduleType );
void StartTask( const Task_t *pTask );
void BuildScheduleTestBits();
virtual void OnUpdateShotRegulator();
Activity NPC_TranslateActivity( Activity eNewActivity );
bool IsValidCover( const Vector &vecCoverLocation, CAI_Hint const *pHint );
bool IsValidShootPosition( const Vector &vecCoverLocation, CAI_Node *pNode, CAI_Hint const *pHint );
void SetPosture( AI_Posture_t posture );
void OnChangeHintGroup( string_t oldGroup, string_t newGroup );
virtual int SelectScheduleUpdateWeapon();
virtual int SelectScheduleCheckCover();
virtual int SelectScheduleEstablishAim();
virtual int SelectScheduleAttack();
bool PlayerIsLeading();
CBaseEntity *GetPlayerLeader();
bool GetDirectionOfStandoff( Vector *pDir );
void UpdateBattleLines();
Hint_e GetHintType();
void SetReuseCurrentCover();
void UnlockHintNode();
Activity GetCoverActivity();
void OnRestore();
void UpdateTranslateActivityMap();
// Standoff overrides base AI crouch handling
bool IsCrouching( void ) { return false; }
private:
//----------------------------
enum
{
NEXT_SCHEDULE = BaseClass::NEXT_SCHEDULE,
NEXT_TASK = BaseClass::NEXT_TASK,
COND_ABANDON_TIME_EXPIRED = BaseClass::NEXT_CONDITION,
NEXT_CONDITION
};
DEFINE_CUSTOM_SCHEDULE_PROVIDER;
//---------------------------------
// @TODO (toml 07-30-03): replace all these booleans with a singe 32 bit unsigned & bit flags
bool m_fActive;
bool m_fTestNoDamage;
Vector m_vecStandoffGoalPosition;
AI_Posture_t m_posture;
AI_StandoffParams_t m_params;
EHANDLE m_hStandoffGoal;
bool m_fTakeCover;
float m_SavedDistTooFar;
bool m_fForceNewEnemy;
CAI_MoveMonitor m_PlayerMoveMonitor;
CSimTimer m_TimeForceCoverHint;
CSimTimer m_TimePreventForceNewEnemy;
CRandSimTimer m_RandomCoverChangeTimer;
// FIXME: TEMPORARY! REMOVE
int m_nSavedMinShots, m_nSavedMaxShots;
float m_flSavedMinRest, m_flSavedMaxRest;
//---------------------------------
struct BattleLine_t
{
Vector point;
Vector normal;
};
CThinkOnceSemaphore m_UpdateBattleLinesSemaphore;
CUtlVector<BattleLine_t> m_BattleLines;
bool m_fIgnoreFronts;
//---------------------------------
bool m_bHasLowCoverActivity;
//---------------------------------
DECLARE_DATADESC();
};
//-------------------------------------
inline void CAI_StandoffBehavior::SetPosture( AI_Posture_t posture )
{
m_posture = posture;
}
//-------------------------------------
inline AI_Posture_t CAI_StandoffBehavior::GetPosture()
{
return m_posture;
}
//-----------------------------------------------------------------------------
#endif // AI_BEHAVIOR_STANDOFF_H