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generalized ai subsystem wipwork
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16 changed files with 1320 additions and 6 deletions
91
Engine/source/T3D/AI/AINavigation.h
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Engine/source/T3D/AI/AINavigation.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 _AINAVIGATION_H_
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#define _AINAVIGATION_H_
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#include "AIInfo.h"
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#include "navigation/navPath.h"
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#include "navigation/navMesh.h"
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class AIController;
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struct AINavigation
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{
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AIController* mControllerRef;
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AIController* getCtrl() { return mControllerRef; };
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AINavigation() = delete;
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AINavigation(AIController* controller);
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/// Stores information about a path.
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struct PathData {
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/// Pointer to path object.
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SimObjectPtr<NavPath> path;
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/// Do we own our path? If so, we will delete it when finished.
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bool owned;
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/// Path node we're at.
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U32 index;
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/// Default constructor.
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PathData() : path(NULL)
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{
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owned = false;
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index = 0;
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}
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};
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/// Should we jump?
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enum JumpStates {
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None, ///< No, don't jump.
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Now, ///< Jump immediately.
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Ledge, ///< Jump when we walk off a ledge.
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};
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Point3F mMoveDestination;
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void setMoveDestination(const Point3F& location, bool slowdown);
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void onReachDestination();
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/// NavMesh we pathfind on.
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SimObjectPtr<NavMesh> mNavMesh;
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NavMesh* findNavMesh() const;
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void updateNavMesh();
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PathData mPathData;
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JumpStates mJump;
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/// Clear out the current path.
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void clearPath();
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bool setPathDestination(const Point3F& pos);
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Point3F getPathDestination() const;
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void repath();
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/// Get the current path we're following.
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SimObjectPtr<NavPath> getPath() { return mPathData.path; };
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void followNavPath(NavPath* path);
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void followObject(AIInfo* targ);
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void followObject(SceneObject* obj, F32 radius);
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void clearFollow();
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/// Move to the specified node in the current path.
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void moveToNode(S32 node);
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};
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#endif
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