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Engine directory for ticket #1
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Engine/source/T3D/aiPlayer.h
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Engine/source/T3D/aiPlayer.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _AIPLAYER_H_
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#define _AIPLAYER_H_
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#ifndef _PLAYER_H_
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#include "T3D/player.h"
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#endif
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class AIPlayer : public Player {
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typedef Player Parent;
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public:
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enum MoveState {
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ModeStop, // AI has stopped moving.
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ModeMove, // AI is currently moving.
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ModeStuck, // AI is stuck, but wants to move.
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ModeSlowing, // AI is slowing down as it reaches it's destination.
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};
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private:
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MoveState mMoveState;
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F32 mMoveSpeed;
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F32 mMoveTolerance; // Distance from destination before we stop
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Point3F mMoveDestination; // Destination for movement
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Point3F mLastLocation; // For stuck check
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F32 mMoveStuckTolerance; // Distance tolerance on stuck check
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S32 mMoveStuckTestDelay; // The number of ticks to wait before checking if the AI is stuck
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S32 mMoveStuckTestCountdown; // The current countdown until at AI starts to check if it is stuck
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bool mMoveSlowdown; // Slowdown as we near the destination
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SimObjectPtr<GameBase> mAimObject; // Object to point at, overrides location
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bool mAimLocationSet; // Has an aim location been set?
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Point3F mAimLocation; // Point to look at
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bool mTargetInLOS; // Is target object visible?
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Point3F mAimOffset;
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// Utility Methods
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void throwCallback( const char *name );
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public:
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DECLARE_CONOBJECT( AIPlayer );
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AIPlayer();
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~AIPlayer();
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static void initPersistFields();
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bool onAdd();
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virtual bool getAIMove( Move *move );
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// Targeting and aiming sets/gets
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void setAimObject( GameBase *targetObject );
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void setAimObject( GameBase *targetObject, Point3F offset );
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GameBase* getAimObject() const { return mAimObject; }
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void setAimLocation( const Point3F &location );
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Point3F getAimLocation() const { return mAimLocation; }
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void clearAim();
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// Movement sets/gets
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void setMoveSpeed( const F32 speed );
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F32 getMoveSpeed() const { return mMoveSpeed; }
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void setMoveTolerance( const F32 tolerance );
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F32 getMoveTolerance() const { return mMoveTolerance; }
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void setMoveDestination( const Point3F &location, bool slowdown );
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Point3F getMoveDestination() const { return mMoveDestination; }
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void stopMove();
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};
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#endif
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