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diff --git a/game/server/hl2/ai_behavior_operator.h b/game/server/hl2/ai_behavior_operator.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Operate consoles/machinery in the world.
+//
+// $Workfile: $
+// $Date: $
+//
+//-----------------------------------------------------------------------------
+// $Log: $
+//
+// $NoKeywords: $
+//=============================================================================//
+
+
+#ifndef AI_BEHAVIOR_OPERATOR_H
+#define AI_BEHAVIOR_OPERATOR_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "ai_behavior.h"
+#include "ai_goalentity.h"
+
+enum
+{
+ OPERATOR_STATE_NOT_READY = 0,
+ OPERATOR_STATE_READY,
+ OPERATOR_STATE_FINISHED,
+};
+
+enum
+{
+ OPERATOR_MOVETO_RESERVED = 0,
+ OPERATOR_MOVETO_WALK,
+ OPERATOR_MOVETO_RUN,
+};
+
+//=========================================================
+//=========================================================
+class CAI_OperatorGoal : public CAI_GoalEntity
+{
+ DECLARE_CLASS( CAI_OperatorGoal, CAI_GoalEntity );
+public:
+ CAI_OperatorGoal()
+ {
+ }
+
+ void EnableGoal( CAI_BaseNPC *pAI );
+
+ int GetState() { return m_iState; }
+ int GetMoveTo() { return m_iMoveTo; }
+
+ // Inputs
+ virtual void InputActivate( inputdata_t &inputdata );
+ virtual void InputDeactivate( inputdata_t &inputdata );
+
+ void InputSetStateReady( inputdata_t &inputdata );
+ void InputSetStateFinished( inputdata_t &inputdata );
+
+ COutputEvent m_OnBeginApproach;
+ COutputEvent m_OnMakeReady;
+ COutputEvent m_OnBeginOperating;
+ COutputEvent m_OnFinished;
+
+ DECLARE_DATADESC();
+
+protected:
+ int m_iState;
+ int m_iMoveTo;
+ string_t m_iszContextTarget;
+};
+
+//=========================================================
+//=========================================================
+class CAI_OperatorBehavior : public CAI_SimpleBehavior
+{
+ DECLARE_CLASS( CAI_OperatorBehavior, CAI_SimpleBehavior );
+
+public:
+ CAI_OperatorBehavior();
+
+ virtual const char *GetName() { return "Operator"; }
+
+ virtual void SetParameters( CAI_OperatorGoal *pGoal, CBaseEntity *pPositionEnt, CBaseEntity *pContextTarget );
+
+ virtual bool CanSelectSchedule();
+ //virtual void BeginScheduleSelection();
+ //virtual void EndScheduleSelection();
+
+ bool CanSeePositionEntity();
+ bool IsAtPositionEntity();
+
+ void GatherConditionsNotActive();
+ void GatherConditions( void );
+
+ void StartTask( const Task_t *pTask );
+ void RunTask( const Task_t *pTask );
+
+ CAI_OperatorGoal *GetGoalEntity();
+
+ bool IsGoalReady();
+
+ //void BuildScheduleTestBits();
+ //int TranslateSchedule( int scheduleType );
+ //void OnStartSchedule( int scheduleType );
+
+ //void InitializeBehavior();
+
+ enum
+ {
+ SCHED_OPERATOR_APPROACH_POSITION = BaseClass::NEXT_SCHEDULE,
+ SCHED_OPERATOR_MAKE_READY,
+ SCHED_OPERATOR_OPERATE,
+ SCHED_OPERATOR_WAIT_FOR_HOLSTER,
+ NEXT_SCHEDULE,
+
+ TASK_OPERATOR_GET_PATH_TO_POSITION = BaseClass::NEXT_TASK,
+ TASK_OPERATOR_START_PATH,
+ TASK_OPERATOR_OPERATE,
+ NEXT_TASK,
+
+ COND_OPERATOR_LOST_SIGHT_OF_POSITION = BaseClass::NEXT_CONDITION,
+ NEXT_CONDITION,
+ };
+
+ DEFINE_CUSTOM_SCHEDULE_PROVIDER;
+
+public:
+ EHANDLE m_hGoalEntity;
+ EHANDLE m_hPositionEnt;
+ EHANDLE m_hContextTarget;
+ CRandStopwatch m_WatchSeeEntity;
+
+private:
+ virtual int SelectSchedule();
+
+ //---------------------------------
+
+ DECLARE_DATADESC();
+};
+
+#endif // AI_BEHAVIOR_OPERATOR_H
+
+