From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- mp/src/game/server/ai_initutils.cpp | 342 ++++++++++++++++++++++++++++++++++++ 1 file changed, 342 insertions(+) create mode 100644 mp/src/game/server/ai_initutils.cpp (limited to 'mp/src/game/server/ai_initutils.cpp') diff --git a/mp/src/game/server/ai_initutils.cpp b/mp/src/game/server/ai_initutils.cpp new file mode 100644 index 00000000..f51b392f --- /dev/null +++ b/mp/src/game/server/ai_initutils.cpp @@ -0,0 +1,342 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: AI Utility classes for building the initial AI Networks +// +// $Workfile: $ +// $Date: $ +// +//----------------------------------------------------------------------------- +// $Log: $ +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "ai_node.h" +#include "ai_hull.h" +#include "ai_hint.h" +#include "ai_initutils.h" +#include "ai_networkmanager.h" + +// to help eliminate node clutter by level designers, this is used to cap how many other nodes +// any given node is allowed to 'see' in the first stage of graph creation "LinkVisibleNodes()". + +#include "ai_network.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +LINK_ENTITY_TO_CLASS( info_hint, CNodeEnt ); +LINK_ENTITY_TO_CLASS( info_node, CNodeEnt ); +LINK_ENTITY_TO_CLASS( info_node_hint, CNodeEnt ); +LINK_ENTITY_TO_CLASS( info_node_air, CNodeEnt ); +LINK_ENTITY_TO_CLASS( info_node_air_hint, CNodeEnt ); +LINK_ENTITY_TO_CLASS( info_node_climb, CNodeEnt ); +LINK_ENTITY_TO_CLASS( aitesthull, CAI_TestHull ); + +//----------------------------------------------------------------------------- +// Init static variables +//----------------------------------------------------------------------------- +CAI_TestHull* CAI_TestHull::pTestHull = NULL; + +#ifdef CSTRIKE_DLL +#define PLAYER_MODEL "models/player/ct_urban.mdl" +#else +#define PLAYER_MODEL "models/player.mdl" +#endif + +//----------------------------------------------------------------------------- +// Purpose: Make sure we have a "player.mdl" hull to test with +//----------------------------------------------------------------------------- +void CAI_TestHull::Precache() +{ + BaseClass::Precache(); + PrecacheModel( PLAYER_MODEL ); +} + +//========================================================= +// CAI_TestHull::Spawn +//========================================================= +void CAI_TestHull::Spawn(void) +{ + Precache(); + + SetModel( PLAYER_MODEL ); + + // Set an initial hull size (this will change later) + SetHullType(HULL_HUMAN); + SetHullSizeNormal(); + + SetSolid( SOLID_BBOX ); + AddSolidFlags( FSOLID_NOT_SOLID ); + + SetMoveType( MOVETYPE_STEP ); + m_iHealth = 50; + + bInUse = false; + + // Make this invisible + AddEffects( EF_NODRAW ); +} + +//----------------------------------------------------------------------------- +// Purpose: Get the test hull (create if none) +// Input : +// Output : +//----------------------------------------------------------------------------- +CAI_TestHull* CAI_TestHull::GetTestHull(void) +{ + if (!CAI_TestHull::pTestHull) + { + CAI_TestHull::pTestHull = CREATE_ENTITY( CAI_TestHull, "aitesthull" ); + CAI_TestHull::pTestHull->Spawn(); + CAI_TestHull::pTestHull->AddFlag( FL_NPC ); + } + + if (CAI_TestHull::pTestHull->bInUse == true) + { + DevMsg("WARNING: TestHull used and never returned!\n"); + Assert( 0 ); + } + + CAI_TestHull::pTestHull->RemoveSolidFlags( FSOLID_NOT_SOLID ); + CAI_TestHull::pTestHull->bInUse = true; + + return CAI_TestHull::pTestHull; +} + +//----------------------------------------------------------------------------- +// Purpose: Get the test hull (create if none) +// Input : +// Output : +//----------------------------------------------------------------------------- +void CAI_TestHull::ReturnTestHull(void) +{ + CAI_TestHull::pTestHull->bInUse = false; + CAI_TestHull::pTestHull->AddSolidFlags( FSOLID_NOT_SOLID ); + UTIL_SetSize(CAI_TestHull::pTestHull, vec3_origin, vec3_origin); + + UTIL_RemoveImmediate( pTestHull ); + pTestHull = NULL; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &startPos - +// &endPos - +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CAI_TestHull::IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const +{ + const float MAX_JUMP_RISE = 1024.0f; + const float MAX_JUMP_DISTANCE = 1024.0f; + const float MAX_JUMP_DROP = 1024.0f; + + return BaseClass::IsJumpLegal( startPos, apex, endPos, MAX_JUMP_RISE, MAX_JUMP_DISTANCE, MAX_JUMP_DROP ); +} +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +CAI_TestHull::~CAI_TestHull(void) +{ + CAI_TestHull::pTestHull = NULL; +} + +//########################################################### +// > CNodeEnt +// +// nodes start out as ents in the world. As they are spawned, +// the node info is recorded then the ents are discarded. +//########################################################### + +//---------------------------------------------------- +// Static vars +//---------------------------------------------------- +int CNodeEnt::m_nNodeCount = 0; + +// ------------- +// Data table +// ------------- +BEGIN_SIMPLE_DATADESC( HintNodeData ) + + DEFINE_FIELD( strEntityName, FIELD_STRING ), + // DEFINE_FIELD( vecPosition, FIELD_VECTOR ), // Don't save + DEFINE_KEYFIELD( nHintType, FIELD_SHORT, "hinttype" ), + DEFINE_KEYFIELD( strGroup, FIELD_STRING, "Group" ), + DEFINE_KEYFIELD( iDisabled, FIELD_INTEGER, "StartHintDisabled" ), + DEFINE_FIELD( nNodeID, FIELD_INTEGER ), + DEFINE_KEYFIELD( iszActivityName, FIELD_STRING, "hintactivity" ), + DEFINE_KEYFIELD( nTargetWCNodeID, FIELD_INTEGER, "TargetNode" ), + DEFINE_KEYFIELD( nWCNodeID, FIELD_INTEGER, "nodeid" ), + DEFINE_KEYFIELD( fIgnoreFacing, FIELD_INTEGER, "IgnoreFacing" ), + DEFINE_KEYFIELD( minState, FIELD_INTEGER, "MinimumState" ), + DEFINE_KEYFIELD( maxState, FIELD_INTEGER, "MaximumState" ), + +END_DATADESC() + +// ------------- +// Data table +// ------------- +BEGIN_DATADESC( CNodeEnt ) + + DEFINE_EMBEDDED( m_NodeData ), + +END_DATADESC() + +//========================================================= +//========================================================= +void CNodeEnt::Spawn( void ) +{ + Spawn( NULL ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *pMapData - +//----------------------------------------------------------------------------- +int CNodeEnt::Spawn( const char *pMapData ) +{ + m_NodeData.strEntityName = GetEntityName(); + m_NodeData.vecPosition = GetAbsOrigin(); + m_NodeData.nNodeID = NO_NODE; + if ( m_NodeData.minState == NPC_STATE_NONE ) + m_NodeData.minState = NPC_STATE_IDLE; + if ( m_NodeData.maxState == NPC_STATE_NONE ) + m_NodeData.maxState = NPC_STATE_COMBAT; + // --------------------------------------------------------------------------------- + // If just a hint node (not used for navigation) just create a hint and bail + // --------------------------------------------------------------------------------- + if (FClassnameIs( this, "info_hint" )) + { + if (m_NodeData.nHintType) + { + CAI_HintManager::CreateHint( &m_NodeData, pMapData ); + } + else + { + Warning("info_hint (HammerID: %d, position (%.2f, %.2f, %.2f)) with no hint type.\n", m_NodeData.nWCNodeID, m_NodeData.vecPosition.x, m_NodeData.vecPosition.y, m_NodeData.vecPosition.z ); + } + UTIL_RemoveImmediate( this ); + return -1; + } + + // --------------------------------------------------------------------------------- + // First check if this node has a hint. If so create a hint entity + // --------------------------------------------------------------------------------- + CAI_Hint *pHint = NULL; + + if ( ClassMatches( "info_node_hint" ) || ClassMatches( "info_node_air_hint" ) ) + { + if ( m_NodeData.nHintType || m_NodeData.strGroup != NULL_STRING || m_NodeData.strEntityName != NULL_STRING ) + { + m_NodeData.nNodeID = m_nNodeCount; + pHint = CAI_HintManager::CreateHint( &m_NodeData, pMapData ); + pHint->AddSpawnFlags( GetSpawnFlags() ); + } + } + + + // --------------------------------------------------------------------------------- + // If we loaded from disk, we can discard all these node ents as soon as they spawn + // unless we are in WC edited mode + // --------------------------------------------------------------------------------- + if ( g_pAINetworkManager->NetworksLoaded() && !engine->IsInEditMode()) + { + // If hint exists for this node, set it + if (pHint) + { + CAI_Node *pNode = g_pBigAINet->GetNode(m_nNodeCount); + if (pNode) + pNode->SetHint( pHint ); + else + { + DevMsg("AI node graph corrupt\n"); + } + } + m_nNodeCount++; + UTIL_RemoveImmediate( this ); + return -1; + } + else + { + m_nNodeCount++; + } + + // --------------------------------------------------------------------------------- + // Add a new node to the network + // --------------------------------------------------------------------------------- + // For now just using one big AI network + CAI_Node *new_node = g_pBigAINet->AddNode( GetAbsOrigin(), GetAbsAngles().y ); + new_node->SetHint( pHint ); + + // ------------------------------------------------------------------------- + // Update table of how each WC id relates to each engine ID + // ------------------------------------------------------------------------- + if (g_pAINetworkManager->GetEditOps()->m_pNodeIndexTable) + { + g_pAINetworkManager->GetEditOps()->m_pNodeIndexTable[new_node->GetId()] = m_NodeData.nWCNodeID; + } + // Keep track of largest index used by WC + if (g_pAINetworkManager->GetEditOps()->m_nNextWCIndex <= m_NodeData.nWCNodeID) + { + g_pAINetworkManager->GetEditOps()->m_nNextWCIndex = m_NodeData.nWCNodeID+1; + } + + // ------------------------------------------------------------------------- + // If in WC edit mode: + // Remember the original positions of the nodes before + // they drop so we can send the undropped positions to wc. + // ------------------------------------------------------------------------- + if (engine->IsInEditMode()) + { + if (g_pAINetworkManager->GetEditOps()->m_pWCPosition) + { + g_pAINetworkManager->GetEditOps()->m_pWCPosition[new_node->GetId()] = new_node->GetOrigin(); + } + } + + if (FClassnameIs( this, "info_node_air" ) || FClassnameIs( this, "info_node_air_hint" )) + { + new_node->SetType( NODE_AIR ); + } + else if (FClassnameIs( this, "info_node_climb" )) + { + new_node->SetType( NODE_CLIMB ); + } + else + { + new_node->SetType( NODE_GROUND ); + } + + new_node->m_eNodeInfo = ( m_spawnflags << NODE_ENT_FLAGS_SHIFT ); + + // If changed as part of WC editing process note that network must be rebuilt + if (m_debugOverlays & OVERLAY_WC_CHANGE_ENTITY) + { + g_pAINetworkManager->GetEditOps()->SetRebuildFlags(); + new_node->m_eNodeInfo |= bits_NODE_WC_CHANGED; + + // Initialize the new nodes position. The graph may not be rebuild + // right away but the node should at least be positioned correctly + g_AINetworkBuilder.InitNodePosition( g_pBigAINet, new_node ); + } + + UTIL_RemoveImmediate( this ); + + return -1; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : +// Output : +//----------------------------------------------------------------------------- +CNodeEnt::CNodeEnt( void ) +{ + m_debugOverlays = 0; +} + + + -- cgit v1.2.3