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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/ai_navigator.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/ai_navigator.h')
| -rw-r--r-- | game/server/ai_navigator.h | 751 |
1 files changed, 751 insertions, 0 deletions
diff --git a/game/server/ai_navigator.h b/game/server/ai_navigator.h new file mode 100644 index 0000000..c84932b --- /dev/null +++ b/game/server/ai_navigator.h @@ -0,0 +1,751 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef AI_NAVIGATOR_H +#define AI_NAVIGATOR_H + +#ifdef _WIN32 +#pragma once +#endif + +#include "simtimer.h" +#include "ai_component.h" +#include "ai_navgoaltype.h" +#include "ai_navtype.h" +#include "ai_motor.h" + +class CAI_BaseNPC; +class CAI_Motor; +class CAI_Route; +class CAI_Path; +class CAI_Pathfinder; +class CAI_LocalNavigator; +struct AI_Waypoint_t; +class CAI_WaypointList; +class CAI_Network; +struct AIMoveTrace_t; +struct AILocalMoveGoal_t; +typedef int AI_TaskFailureCode_t; + +//----------------------------------------------------------------------------- +// Debugging tools +//----------------------------------------------------------------------------- + +#define DEBUG_AI_NAVIGATION 1 +#ifdef DEBUG_AI_NAVIGATION +extern ConVar ai_debug_nav; +#define DbgNav() ai_debug_nav.GetBool() +#define DbgNavMsg( pAI, pszMsg ) \ + do \ + { \ + if (DbgNav()) \ + DevMsg( pAI, "[Nav] %s", static_cast<const char *>(pszMsg) ); \ + } while (0) +#define DbgNavMsg1( pAI, pszMsg, a ) DbgNavMsg( pAI, CFmtStr(static_cast<const char *>(pszMsg), (a) ) ) +#define DbgNavMsg2( pAI, pszMsg, a, b ) DbgNavMsg( pAI, CFmtStr(static_cast<const char *>(pszMsg), (a), (b) ) ) +#else +#define DbgNav() false +#define DbgNavMsg( pAI, pszMsg ) ((void)0) +#define DbgNavMsg1( pAI, pszMsg, a ) ((void)0) +#define DbgNavMsg2( pAI, pszMsg, a, b ) ((void)0) +#endif + + +//----------------------------------------------------------------------------- +// STRUCTURES & ENUMERATIONS +//----------------------------------------------------------------------------- + +DECLARE_POINTER_HANDLE( AI_PathNode_t ); + +//------------------------------------- +// Purpose: Constants used to specify the properties of a requested navigation +// goal. +//------------------------------------- + +// Navigator should use the default or previously set tolerance +const float AIN_DEF_TOLERANCE = -1.0; + +// Navigator should use the hull size as the tolerance +const float AIN_HULL_TOLERANCE = -2.0; + +// Goal does not specify a new activity +const Activity AIN_DEF_ACTIVITY = ACT_INVALID; + +// Goal has no target +CBaseEntity * const AIN_NO_TARGET = NULL; + +// Goal does not specify a new target, use the existing one, if any +CBaseEntity * const AIN_DEF_TARGET = (AIN_NO_TARGET + 1); + +// Goal does not specify a vector location +extern const Vector AIN_NO_DEST; + +// Goal does not specify a node location +#define AIN_NO_NODE ((AI_PathNode_t)-1) + + +//------------------------------------- + +enum AI_NavGoalFlags_t +{ + // While navigating, try to face the destination point + AIN_YAW_TO_DEST = 0x01, + + // If I'm a goal of type GOALTYPE_TARGETENT, update my goal position every time I think + AIN_UPDATE_TARGET_POS = 0x02, + + // If navigating on a designer placed path, don't use pathfinder between waypoints, just do it + AIN_NO_PATHCORNER_PATHFINDING = 0x04, + + AIN_DEF_FLAGS = 0, +}; + +//------------------------------------- + +enum AI_NavSetGoalFlags_t +{ + // Reset the navigator's navigation to the default state + AIN_CLEAR_PREVIOUS_STATE = 0x01, + + // Clear out the target entity, while retaining other settings + AIN_CLEAR_TARGET = 0x02, + + // If the navigate fails, return navigation to the default state + AIN_DISCARD_IF_FAIL = 0x04, + + // Don't signal TaskFail() if the pathfind fails, just return the result + AIN_NO_PATH_TASK_FAIL = 0x08, +}; + +//------------------------------------- + +enum AI_NpcBlockHandling_t +{ + AISF_BLOCK, + AISF_AVOID, + AISF_IGNORE, +}; + +//------------------------------------- + +enum AI_NavPathProgress_t +{ + AINPP_NO_CHANGE, + AINPP_ADVANCED, + AINPP_COMPLETE, + AINPP_BLOCKED, +}; + +//------------------------------------- +// Purpose: Describes a navigation request. The various constructors simply +// allow ease of use in the common cases. +//------------------------------------- + +struct AI_NavGoal_t +{ + // Goal is unspecifed, or not a specific location + AI_NavGoal_t( GoalType_t type = GOALTYPE_INVALID, + Activity activity = AIN_DEF_ACTIVITY, + float tolerance = AIN_DEF_TOLERANCE, + unsigned flags = AIN_DEF_FLAGS, + CBaseEntity * pTarget = AIN_DEF_TARGET); + + // Goal is a specific location, and GOALTYPE_LOCATION + AI_NavGoal_t( const Vector &dest, + Activity activity = AIN_DEF_ACTIVITY, + float tolerance = AIN_DEF_TOLERANCE, + unsigned flags = AIN_DEF_FLAGS, + CBaseEntity * pTarget = AIN_DEF_TARGET); + + // Goal is a specific location and goal type + AI_NavGoal_t( GoalType_t type, + const Vector &dest, + Activity activity = AIN_DEF_ACTIVITY, + float tolerance = AIN_DEF_TOLERANCE, + unsigned flags = AIN_DEF_FLAGS, + CBaseEntity * pTarget = AIN_DEF_TARGET); + + // Goal is a specific node, and GOALTYPE_LOCATION + AI_NavGoal_t( AI_PathNode_t destNode, + Activity activity = AIN_DEF_ACTIVITY, + float tolerance = AIN_DEF_TOLERANCE, + unsigned flags = AIN_DEF_FLAGS, + CBaseEntity * pTarget = AIN_DEF_TARGET); + + // Goal is a specific location and goal type + AI_NavGoal_t( GoalType_t type, + AI_PathNode_t destNode, + Activity activity = AIN_DEF_ACTIVITY, + float tolerance = AIN_DEF_TOLERANCE, + unsigned flags = AIN_DEF_FLAGS, + CBaseEntity * pTarget = AIN_DEF_TARGET); + + //---------------------------------- + + // What type of goal is this + GoalType_t type; + + // The destination, either as a vector, or as a path node + Vector dest; + AI_PathNode_t destNode; + + // The activity to use, or none if a previosly set activity should be used + Activity activity; + + // The predicted activity used after arrival + Activity arrivalActivity; + int arrivalSequence; + + // The tolerance of success, or none if a previosly set tolerance should be used + float tolerance; + + // How far to permit an initial simplification of path + // (will use default if this value is less than the default) + float maxInitialSimplificationDist; + + // Optional flags specifying + unsigned flags; + + // The target of the navigation, primarily used to ignore the entity in hull and line traces + CBaseEntity * pTarget; +}; + +//------------------------------------- +// Purpose: Used to describe rules for advance on a (fly) path. There's nothing +// specifically "flying" about it, other than it came from an attempte +// to consolodate duplicated code in the various fliers. It may serve +// a more general purpose in the future. The constructor takes those +// arguments that can usually be specified just once (as in a +// local static constructor) +//------------------------------------- + +struct AI_ProgressFlyPathParams_t +{ + AI_ProgressFlyPathParams_t( unsigned _collisionMask, + float _strictPointTolerance = 32.0, float _blockTolerance = 0.0, + float _waypointTolerance = 100, float _goalTolerance = 12, + AI_NpcBlockHandling_t _blockHandling = AISF_BLOCK ) + : collisionMask( _collisionMask ), + strictPointTolerance( _strictPointTolerance ), + blockTolerance( _blockTolerance ), + waypointTolerance( _waypointTolerance ), + goalTolerance( _goalTolerance ), + blockHandling( _blockHandling ), + pTarget( NULL ), + bTrySimplify( true ) + { + } + + void SetCurrent( const CBaseEntity *pNewTarget, bool bNewTrySimplify = true ) + { + pTarget = pNewTarget; + bTrySimplify = bNewTrySimplify; + } + + //---------------------------------- + + // Fields that tend to stay constant + unsigned collisionMask; + float strictPointTolerance; + float blockTolerance; // @TODO (toml 07-03-02): rename "blockTolerance". This is specifically the "simplify" block tolerance. See SimplifyFlyPath() + float waypointTolerance; + float goalTolerance; // @TODO (toml 07-03-02): goalTolerance appears to have come into existence because + // noone had set a good tolerance in the path itself. It is therefore redundant, + // and more than likely should be excised + AI_NpcBlockHandling_t blockHandling; // @TODO (toml 07-03-02): rename "blockHandling". This is specifically the "simplify" block handling. See SimplifyFlyPath() + + // Fields that tend to change + const CBaseEntity * pTarget; + bool bTrySimplify; +}; + +//----------------------------------------------------------------------------- +// CAI_Navigator +// +// Purpose: Implements pathing and path navigaton logic +//----------------------------------------------------------------------------- + +class CAI_Navigator : public CAI_Component, + public CAI_DefMovementSink +{ + typedef CAI_Component BaseClass; +public: + // -------------------------------- + + CAI_Navigator(CAI_BaseNPC *pOuter); + virtual ~CAI_Navigator(); + + virtual void Init( CAI_Network *pNetwork ); + + // -------------------------------- + + void SetPathcornerPathfinding( bool fNewVal) { m_bNoPathcornerPathfinds = !fNewVal; } + void SetRememberStaleNodes( bool fNewVal) { m_fRememberStaleNodes = fNewVal; } + void SetValidateActivitySpeed( bool bValidateActivitySpeed ) { m_bValidateActivitySpeed = bValidateActivitySpeed; } + void SetLocalSucceedOnWithinTolerance( bool fNewVal ) { m_bLocalSucceedOnWithinTolerance = fNewVal; } + + // -------------------------------- + + void Save( ISave &save ); + void Restore( IRestore &restore ); + + // -------------------------------- + // Methods to issue movement directives + // -------------------------------- + + // Simple pathfind + virtual bool SetGoal( const AI_NavGoal_t &goal, unsigned flags = 0 ); + + // Change the target of the path + virtual bool SetGoalTarget( CBaseEntity *pEntity, const Vector &offset ); + + // Fancy pathing + bool SetRadialGoal( const Vector &destination, const Vector ¢er, float radius, float arc, float stepDist, bool bClockwise, bool bAirRoute = false ); + bool SetRandomGoal( float minPathLength, const Vector &dir = vec3_origin ); + bool SetRandomGoal( const Vector &from, float minPathLength, const Vector &dir = vec3_origin ); + bool SetDirectGoal( const Vector &goalPos, Navigation_t navType = NAV_GROUND ); + + bool SetWanderGoal( float minRadius, float maxRadius ); + bool SetVectorGoal( const Vector &dir, float targetDist, float minDist = 0, bool fShouldDeflect = false ); + bool SetVectorGoalFromTarget( const Vector &goalPos, float minDist = 0, bool fShouldDeflect = false ); + + bool FindVectorGoal( Vector *pResult, const Vector &dir, float targetDist, float minDist = 0, bool fShouldDeflect = false ); + + // Path manipulation + bool PrependLocalAvoidance( float distObstacle, const AIMoveTrace_t &directTrace ); + void PrependWaypoint( const Vector &newPoint, Navigation_t navType, unsigned waypointFlags = 0 ); + + // Query or change the movement activity + Activity GetMovementActivity() const; + Activity SetMovementActivity(Activity activity); + int GetMovementSequence(); + void SetMovementSequence( int sequence ); + + // Query or change the Arrival activity + Activity GetArrivalActivity() const; + void SetArrivalActivity( Activity activity ); + int GetArrivalSequence( int curSequence ); + void SetArrivalSequence( int sequence ); + + // Set the facing direction at arrival + void SetArrivalDirection( const Vector &goalDirection ); + void SetArrivalDirection( const QAngle &goalAngle ); + void SetArrivalDirection( CBaseEntity *pTarget ); + Vector GetArrivalDirection( ); + + // Set the speed to reach at arrival ( + void SetArrivalSpeed( float flSpeed ); + float GetArrivalSpeed(); + + // Set the estimated distance to stop before the actual goal + void SetArrivalDistance( float flDistance ); + float GetArrivalDistance( ) const; + + // Query or change the goal tolerance + float GetGoalTolerance() const; + void SetGoalTolerance(float tolerance); + + GoalType_t GetGoalType() const; + const Vector & GetGoalPos() const; + CBaseEntity * GetGoalTarget(); + int GetGoalFlags() const; + + const Vector & GetCurWaypointPos() const; + int GetCurWaypointFlags() const; + + bool CurWaypointIsGoal() const; + + bool GetPointAlongPath( Vector *pResult, float distance, bool fReducibleOnly = false ); + + float GetPathDistanceToGoal(); + float GetPathTimeToGoal(); + + // Query if there is a current goal + bool IsGoalSet() const; + + // Query if the current goal is active, meaning the navigator has a path in can progress on + bool IsGoalActive() const; + + // Update the goal position to reflect current conditions + bool RefindPathToGoal( bool fSignalTaskStatus = true, bool bDontIgnoreBadLinks = false ); + bool UpdateGoalPos( const Vector & ); + + // Wrap up current locomotion + void StopMoving( bool bImmediate = true ); + + // Discard the current goal, use StopMoving() if just executing a normal stop + bool ClearGoal(); + + // -------------------------------- + + void SetAllowBigStep( CBaseEntity *pEntToStepOff ) { if ( !pEntToStepOff || !pEntToStepOff->IsWorld() ) m_hBigStepGroundEnt = pEntToStepOff; } + + // -------------------------------- + bool SetGoalFromStoppingPath(); + void IgnoreStoppingPath(); + + // -------------------------------- + // Navigation mode + // -------------------------------- + Navigation_t GetNavType() const { return m_navType; } + void SetNavType( Navigation_t navType ); + + bool IsInterruptable() const { return ( m_navType != NAV_CLIMB && m_navType != NAV_JUMP ); } + + // -------------------------------- + // Pathing + // -------------------------------- + + AI_NavPathProgress_t ProgressFlyPath( const AI_ProgressFlyPathParams_t ¶ms); // note: will not return "blocked" + + AI_PathNode_t GetNearestNode(); + Vector GetNodePos( AI_PathNode_t ); + + CAI_Network * GetNetwork() { return m_pAINetwork; } + const CAI_Network * GetNetwork() const { return m_pAINetwork; } + void SetNetwork( CAI_Network *pNetwork ) { m_pAINetwork = pNetwork; } + + CAI_Path * GetPath() { return m_pPath; } + const CAI_Path * GetPath() const { return m_pPath; } + + void AdvancePath(); + + virtual bool SimplifyPath( bool bFirstForPath = false, float maxDist = -1 ); + void SimplifyFlyPath( unsigned collisionMask, const CBaseEntity *pTarget, + float strictPointTolerance = 32.0, float blockTolerance = 0.0, + AI_NpcBlockHandling_t blockHandling = AISF_BLOCK); + bool SimplifyFlyPath( const AI_ProgressFlyPathParams_t ¶ms ); + + bool CanFitAtNode(int nodeNum, unsigned int collisionMask = MASK_NPCSOLID_BRUSHONLY); + float MovementCost( int moveType, Vector &vecStart, Vector &vecEnd ); + + bool CanFitAtPosition( const Vector &vStartPos, unsigned int collisionMask, bool bIgnoreTransients = false, bool bAllowPlayerAvoid = true ); + bool IsOnNetwork() const { return !m_bNotOnNetwork; } + + void SetMaxRouteRebuildTime(float time) { m_timePathRebuildMax = time; } + + // -------------------------------- + void DrawDebugRouteOverlay( void ); + + // -------------------------------- + // Miscellany + // -------------------------------- + + float CalcYawSpeed(); + float GetStepDownMultiplier(); + CBaseEntity * GetNextPathcorner( CBaseEntity *pPathCorner ); + virtual void OnScheduleChange(); + + // -------------------------------- + + // See comments at CAI_BaseNPC::Move() + virtual bool Move( float flInterval = 0.1 ); + + // -------------------------------- + + CBaseEntity * GetBlockingEntity() { return m_hLastBlockingEnt; } + +protected: + // -------------------------------- + // + // Common services provided by CAI_BaseNPC + // + CBaseEntity * GetNavTargetEntity(); + void TaskMovementComplete(); + float MaxYawSpeed(); + void SetSpeed( float ); + + // -------------------------------- + + CAI_Motor * GetMotor() { return m_pMotor; } + const CAI_Motor * GetMotor() const { return m_pMotor; } + + CAI_MoveProbe * GetMoveProbe() { return m_pMoveProbe; } + const CAI_MoveProbe *GetMoveProbe() const { return m_pMoveProbe; } + + CAI_LocalNavigator *GetLocalNavigator() { return m_pLocalNavigator; } + const CAI_LocalNavigator *GetLocalNavigator() const { return m_pLocalNavigator; } + + CAI_Pathfinder * GetPathfinder(); + const CAI_Pathfinder *GetPathfinder() const; + + virtual void OnClearPath(void); + + // -------------------------------- + + virtual void OnNewGoal(); + virtual void OnNavComplete(); + void OnNavFailed( bool bMovement = false ); + void OnNavFailed( AI_TaskFailureCode_t code, bool bMovement = false ); + void OnNavFailed( const char *pszGeneralFailText, bool bMovement = false ); + + // -------------------------------- + + virtual AIMoveResult_t MoveNormal(); + + // Navigation execution + virtual AIMoveResult_t MoveClimb(); + virtual AIMoveResult_t MoveJump(); + + // -------------------------------- + + virtual AIMoveResult_t MoveEnact( const AILocalMoveGoal_t &baseMove ); + +protected: + // made this virtual so strider can implement hover behavior with a navigator + virtual void MoveCalcBaseGoal( AILocalMoveGoal_t *pMoveGoal); + +private: + virtual bool OnCalcBaseMove( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult ); + virtual bool OnObstructionPreSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult ); + virtual bool OnFailedSteer( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult ); + virtual bool OnFailedLocalNavigation( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult ); + virtual bool OnInsufficientStopDist( AILocalMoveGoal_t *pMoveGoal, float distClear, AIMoveResult_t *pResult ); + virtual bool OnMoveStalled( const AILocalMoveGoal_t &move ); + virtual bool OnMoveExecuteFailed( const AILocalMoveGoal_t &move, const AIMoveTrace_t &trace, AIMotorMoveResult_t fMotorResult, AIMoveResult_t *pResult ); + virtual bool OnMoveBlocked( AIMoveResult_t *pResult ); + + void ResetCalculations(); + + // Methods shared between ground and fly movement + bool PreMove(); + virtual bool MoveUpdateWaypoint( AIMoveResult_t *pResult ); + bool IsMovingOutOfWay( const AILocalMoveGoal_t &moveGoal, float distClear ); + bool DelayNavigationFailure( const AIMoveTrace_t &trace ); + + static void CalculateDeflection( const Vector &start, const Vector &dir, const Vector &normal, Vector *pResult ); + + // -------------------------------- + // Pathfinding + // -------------------------------- + +public: + float GetPathDistToCurWaypoint() const; + float GetPathDistToGoal() const; + float BuildAndGetPathDistToGoal(); + + // -------------------------------- + + int GetNavFailCounter() const; + void ClearNavFailCounter(); + float GetLastNavFailTime() const; + bool TeleportAlongPath(); + +private: + bool DoFindPath( void ); // Find a route + bool DoFindPathToPathcorner( CBaseEntity *pPathCorner ); + +protected: + virtual bool DoFindPathToPos(void); + virtual bool ShouldOptimizeInitialPathSegment( AI_Waypoint_t * ) { return true; } + +private: + void ClearPath(void); + void SaveStoppingPath( void ); + +protected: + virtual bool GetStoppingPath( CAI_WaypointList *pClippedWaypoints ); + +private: + bool FindPath( const AI_NavGoal_t &goal, unsigned flags ); + bool FindPath( bool fSignalTaskStatus = true, bool bDontIgnoreBadLinks = false ); + bool MarkCurWaypointFailedLink( void ); // Call when route fails + + struct SimplifyForwardScanParams + { + float scanDist; + float radius; + float increment; + int maxSamples; + }; + + bool ShouldAttemptSimplifyTo( const Vector &pos ); + bool ShouldSimplifyTo( bool passedDetour, const Vector &pos ); + bool SimplifyPathForwardScan( const CAI_Navigator::SimplifyForwardScanParams ¶ms ); + bool SimplifyPathForwardScan( const SimplifyForwardScanParams ¶ms, AI_Waypoint_t *pCurWaypoint, const Vector &curPoint, float distRemaining, bool skip, bool passedDetour, int *pTestCount ); + bool SimplifyPathForward( float maxDist = -1 ); + bool SimplifyPathBacktrack(); + bool SimplifyPathQuick(); + void SimplifyPathInsertSimplification( AI_Waypoint_t *pSegmentStart, const Vector &point ); + + // --------------------------------- + + static bool ActivityIsLocomotive( Activity ); + + // --------------------------------- + + Navigation_t m_navType; // My current navigation type (walk,fly) + bool m_fNavComplete; + bool m_bLastNavFailed; + + // Cached pointers to other components, for efficiency + CAI_Motor * m_pMotor; + CAI_MoveProbe * m_pMoveProbe; + CAI_LocalNavigator *m_pLocalNavigator; + + // --------------------------------- + + CAI_Network* m_pAINetwork; // My current AINetwork + CAI_Path* m_pPath; // My current route + + CAI_WaypointList * m_pClippedWaypoints; + float m_flTimeClipped; + Activity m_PreviousMoveActivity; + Activity m_PreviousArrivalActivity; + + bool m_bValidateActivitySpeed; + bool m_bCalledStartMove; + + bool m_bNotOnNetwork; // This NPC has no reachable nodes! + + float m_flNextSimplifyTime; // next time we should try to simplify our route + bool m_bForcedSimplify; + float m_flLastSuccessfulSimplifyTime; + + float m_flTimeLastAvoidanceTriangulate; + + // -------------- + + float m_timePathRebuildMax; // How long to try rebuilding path before failing task + float m_timePathRebuildDelay; // How long to wait before trying to rebuild again + + float m_timePathRebuildFail; // Current global time when should fail building path + float m_timePathRebuildNext; // Global time to try rebuilding again + + // -------------- + + bool m_fRememberStaleNodes; + bool m_bNoPathcornerPathfinds; + bool m_bLocalSucceedOnWithinTolerance; + + // -------------- + + bool m_fPeerMoveWait; + EHANDLE m_hPeerWaitingOn; + CSimTimer m_PeerWaitMoveTimer; + CSimTimer m_PeerWaitClearTimer; + + CSimTimer m_NextSidestepTimer; + + // -------------- + + EHANDLE m_hBigStepGroundEnt; + EHANDLE m_hLastBlockingEnt; + + // -------------- + + Vector m_vPosBeginFailedSteer; + float m_timeBeginFailedSteer; + + // -------------- + + int m_nNavFailCounter; + float m_flLastNavFailTime; +public: + DECLARE_SIMPLE_DATADESC(); +}; + + +//----------------------------------------------------------------------------- +// AI_NavGoal_t inline methods +//----------------------------------------------------------------------------- + +inline AI_NavGoal_t::AI_NavGoal_t( GoalType_t type, + Activity activity, + float tolerance, + unsigned flags, + CBaseEntity *pTarget) + : type(type), + dest(AIN_NO_DEST), + destNode(AIN_NO_NODE), + activity(activity), + tolerance(tolerance), + maxInitialSimplificationDist(-1), + flags(flags), + pTarget(pTarget), + arrivalActivity( AIN_DEF_ACTIVITY ), + arrivalSequence( ACT_INVALID ) +{ +} + +inline AI_NavGoal_t::AI_NavGoal_t( const Vector &dest, + Activity activity, + float tolerance, + unsigned flags, + CBaseEntity *pTarget) + : type(GOALTYPE_LOCATION), + dest(dest), + destNode(AIN_NO_NODE), + activity(activity), + tolerance(tolerance), + maxInitialSimplificationDist(-1), + flags(flags), + pTarget(pTarget), + arrivalActivity( AIN_DEF_ACTIVITY ), + arrivalSequence( ACT_INVALID ) +{ +} + +inline AI_NavGoal_t::AI_NavGoal_t( GoalType_t type, + const Vector &dest, + Activity activity, + float tolerance, + unsigned flags, + CBaseEntity *pTarget) + : type(type), + dest(dest), + destNode(AIN_NO_NODE), + activity(activity), + tolerance(tolerance), + maxInitialSimplificationDist(-1), + flags(flags), + pTarget(pTarget), + arrivalActivity( AIN_DEF_ACTIVITY ), + arrivalSequence( ACT_INVALID ) +{ +} + +inline AI_NavGoal_t::AI_NavGoal_t( AI_PathNode_t destNode, + Activity activity, + float tolerance, + unsigned flags, + CBaseEntity * pTarget) + : type(GOALTYPE_LOCATION), + dest(AIN_NO_DEST), + destNode(destNode), + activity(activity), + tolerance(tolerance), + maxInitialSimplificationDist(-1), + flags(flags), + pTarget(pTarget), + arrivalActivity( AIN_DEF_ACTIVITY ), + arrivalSequence( ACT_INVALID ) +{ +} + +inline AI_NavGoal_t::AI_NavGoal_t( GoalType_t type, + AI_PathNode_t destNode, + Activity activity, + float tolerance, + unsigned flags, + CBaseEntity * pTarget) + : type(type), + dest(AIN_NO_DEST), + destNode(destNode), + activity(activity), + tolerance(tolerance), + maxInitialSimplificationDist(-1), + flags(flags), + pTarget(pTarget), + arrivalActivity( AIN_DEF_ACTIVITY ), + arrivalSequence( ACT_INVALID ) +{ +} + +//----------------------------------------------------------------------------- + +#endif // AI_NAVIGATOR_H |