ReGameDLL_CS/regamedll/game_shared/bot/improv.h
2019-09-23 04:09:58 +07:00

125 lines
6.2 KiB
C++

/*
*
* 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 2 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, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
class CBaseEntity;
class CNavLadder;
// Improv-specific events
class IImprovEvent
{
public:
virtual void OnMoveToSuccess(const Vector &goal) {}; // invoked when an improv reaches its MoveTo goal
enum MoveToFailureType
{
FAIL_INVALID_PATH = 0,
FAIL_STUCK,
FAIL_FELL_OFF,
};
virtual void OnMoveToFailure(const Vector &goal, MoveToFailureType reason) {}; // invoked when an improv fails to reach a MoveTo goal
virtual void OnInjury(float amount) {}; // invoked when the improv is injured
};
// The Improv interface definition
// An "Improv" is an improvisational actor that simulates the
// behavor of a human in an unscripted, "make it up as you go" manner.
class CImprov: public IImprovEvent
{
public:
virtual ~CImprov() {};
virtual bool IsAlive() const = 0; // return true if this improv is alive
virtual void MoveTo(const Vector &goal) = 0; // move improv towards far-away goal (pathfind)
virtual void LookAt(const Vector &target) = 0; // define desired view target
virtual void ClearLookAt() = 0; // remove view goal
virtual void FaceTo(const Vector &goal) = 0; // orient body towards goal
virtual void ClearFaceTo() = 0; // remove body orientation goal
virtual bool IsAtMoveGoal(float error = 20.0f) const = 0; // return true if improv is standing on its movement goal
virtual bool HasLookAt() const = 0; // return true if improv has a look at goal
virtual bool HasFaceTo() const = 0; // return true if improv has a face to goal
virtual bool IsAtFaceGoal() const = 0; // return true if improv is facing towards its face goal
virtual bool IsFriendInTheWay(const Vector &goalPos) const = 0; // return true if a friend is blocking our line to the given goal position
virtual bool IsFriendInTheWay(CBaseEntity *myFriend, const Vector &goalPos) const = 0; // return true if the given friend is blocking our line to the given goal position
virtual void MoveForward() = 0;
virtual void MoveBackward() = 0;
virtual void StrafeLeft() = 0;
virtual void StrafeRight() = 0;
virtual bool Jump() = 0;
virtual void Crouch() = 0;
virtual void StandUp() = 0; // "un-crouch"
virtual void TrackPath(const Vector &pathGoal, float deltaT) = 0; // move along path by following "pathGoal"
virtual void StartLadder(const CNavLadder *ladder, enum NavTraverseType how, const Vector *approachPos, const Vector *departPos) = 0; // invoked when a ladder is encountered while following a path
virtual bool TraverseLadder(const CNavLadder *ladder, enum NavTraverseType how, const Vector *approachPos, const Vector *departPos, float deltaT) = 0; // traverse given ladder
virtual bool GetSimpleGroundHeightWithFloor(const Vector *pos, float *height, Vector *normal = nullptr) = 0; // find "simple" ground height, treating current nav area as part of the floor
virtual void Run() = 0;
virtual void Walk() = 0;
virtual void Stop() = 0;
virtual float GetMoveAngle() const = 0; // return direction of movement
virtual float GetFaceAngle() const = 0; // return direction of view
virtual const Vector &GetFeet() const = 0; // return position of "feet" - point below centroid of improv at feet level
virtual const Vector &GetCentroid() const = 0;
virtual const Vector &GetEyes() const = 0;
virtual bool IsRunning() const = 0;
virtual bool IsWalking() const = 0;
virtual bool IsStopped() const = 0;
virtual bool IsCrouching() const = 0;
virtual bool IsJumping() const = 0;
virtual bool IsUsingLadder() const = 0;
virtual bool IsOnGround() const = 0;
virtual bool IsMoving() const = 0; // if true, improv is walking, crawling, running somewhere
virtual bool CanRun() const = 0;
virtual bool CanCrouch() const = 0;
virtual bool CanJump() const = 0;
virtual bool IsVisible(const Vector &pos, bool testFOV = false) const = 0; // return true if improv can see position
virtual bool IsPlayerLookingAtMe(CBasePlayer *pOther, float cosTolerance = 0.95f) const = 0; // return true if 'other' is looking right at me
virtual CBasePlayer *IsAnyPlayerLookingAtMe(int team = 0, float cosTolerance = 0.95f) const = 0; // return player on given team that is looking right at me (team == 0 means any team), NULL otherwise
virtual CBasePlayer *GetClosestPlayerByTravelDistance(int team = 0, float *range = nullptr) const = 0; // return actual travel distance to closest player on given team (team == 0 means any team)
virtual CNavArea *GetLastKnownArea() const = 0;
virtual void OnUpdate(float deltaT) = 0; // a less frequent, full update 'tick'
virtual void OnUpkeep(float deltaT) = 0; // a frequent, lightweight update 'tick'
virtual void OnReset() = 0; // reset improv to initial state
virtual void OnGameEvent(GameEventType event, CBaseEntity *pEntity, CBaseEntity *pOther) = 0; // invoked when an event occurs in the game
virtual void OnTouch(CBaseEntity *pOther) = 0; // "other" has touched us
};