Torque3D/Engine/source/T3D/AI/AIController.h
2025-04-15 17:00:36 -05:00

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6.4 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _AICONTROLLER_H_
#define _AICONTROLLER_H_
#ifdef TORQUE_NAVIGATION_ENABLED
#include "navigation/coverPoint.h"
#include "AIInfo.h"
#include "AIGoal.h"
#include "AIAimTarget.h"
#include "AICover.h"
#include "AINavigation.h"
class AIControllerData;
class AIController;
//-----------------------------------------------------------------------------
class AIController : public SimObject {
typedef SimObject Parent;
public:
AIControllerData* mControllerData;
protected:
static bool setControllerDataProperty(void* object, const char* index, const char* data);
public:
enum MoveState {
ModeStop, // AI has stopped moving.
ModeMove, // AI is currently moving.
ModeStuck, // AI is stuck, but wants to move.
ModeSlowing, // AI is slowing down as it reaches it's destination.
};
private:
AIInfo*mAIInfo;
public:
void setAIInfo(SimObjectPtr<SceneObject> objIn, F32 rad = 0.0f) { delete(mAIInfo); mAIInfo = new AIInfo(this, objIn, rad); }
AIInfo* getAIInfo() { return mAIInfo; }
private:
AIGoal* mGoal;
public:
void setGoal(AIInfo* targ) { mGoal = (targ) ? new AIGoal(this, targ->getPosition(), targ->mRadius) : NULL; }
void setGoal(Point3F loc, F32 rad = 0.0f) { delete(mGoal); mGoal = new AIGoal(this, loc, rad); }
void setGoal(SimObjectPtr<SceneObject> objIn, F32 rad = 0.0f) { delete(mGoal); mGoal = new AIGoal(this, objIn, rad); }
AIGoal* getGoal() { return mGoal; }
void clearGoal() { SAFE_DELETE(mGoal); }
private:
AIAimTarget* mAimTarget;
public:
void setAim(Point3F loc, F32 rad = 0.0f, Point3F offset = Point3F(0.0f,0.0f,0.0f)) { delete(mAimTarget); mAimTarget = new AIAimTarget(this, loc, rad); mAimTarget->mAimOffset = offset; }
void setAim(SimObjectPtr<SceneObject> objIn, F32 rad = 0.0f, Point3F offset = Point3F(0.0f, 0.0f, 0.0f)) { delete(mAimTarget); mAimTarget = new AIAimTarget(this, objIn, rad); mAimTarget->mAimOffset = offset; }
AIAimTarget* getAim() { return mAimTarget; }
void clearAim() { SAFE_DELETE(mAimTarget); }
private:
AICover* mCover;
public:
void setCover(Point3F loc, F32 rad = 0.0f) { delete(mCover); mCover = new AICover(this, loc, rad); }
void setCover(SimObjectPtr<SceneObject> objIn, F32 rad = 0.0f) { delete(mCover); mCover = new AICover(this, objIn, rad); }
AICover* getCover() { return mCover; }
bool findCover(const Point3F& from, F32 radius);
void clearCover();
// Utility Methods
void throwCallback(const char* name);
AINavigation* mNav;
AINavigation* getNav() { return mNav; };
struct Movement
{
MoveState mMoveState;
F32 mMoveSpeed = 1.0;
bool mMoveSlowdown; // Slowdown as we near the destination
Point3F mLastLocation; // For stuck check
S32 mMoveStuckTestCountdown; // The current countdown until at AI starts to check if it is stuck
Point3F mAimLocation;
Point3F mMoveDestination;
// move triggers
bool mMoveTriggers[MaxTriggerKeys];
void stopMove();
void onStuck();
} mMovement;
struct TriggerState
{
// Trigger sets/gets
void setMoveTrigger(U32 slot, const bool isSet = true);
bool getMoveTrigger(U32 slot) const;
void clearMoveTriggers();
} mTriggerState;
bool getAIMove(Move* move);
static void initPersistFields();
AIController()
{
mControllerData = NULL;
mAIInfo = new AIInfo(this);
mGoal = new AIGoal(this);
mAimTarget = new AIAimTarget(this);
mCover = new AICover(this);
mNav = new AINavigation(this);
};
DECLARE_CONOBJECT(AIController);
};
//-----------------------------------------------------------------------------
class AIControllerData : public SimDataBlock {
typedef SimDataBlock Parent;
public:
AIControllerData() { mMoveTolerance = 0.25; mFollowTolerance = 1.0; mAttackRadius = 2.0; mMoveStuckTolerance = 0.01f; mMoveStuckTestDelay = 30;};
~AIControllerData() {};
static void initPersistFields();
DECLARE_CONOBJECT(AIControllerData);
F32 mMoveTolerance; // Distance from destination point before we stop
F32 mFollowTolerance; // Distance from destination object before we stop
F32 mAttackRadius; // Distance to trigger weaponry calcs
F32 mMoveStuckTolerance; // Distance tolerance on stuck check
S32 mMoveStuckTestDelay; // The number of ticks to wait before checking if the AI is stuck
/// Types of link we can use.
LinkData mLinkTypes;
void resolveYaw(AIController* obj, Point3F location, Move* movePtr);
void resolvePitch(AIController* obj, Point3F location, Move* movePtr) {};
void resolveRoll(AIController* obj, Point3F location, Move* movePtr);
void resolveSpeed(AIController* obj, Point3F location, Move* movePtr);
void resolveStuck(AIController* obj);
};
class AIPlayerControllerData : public AIControllerData
{
typedef AIControllerData Parent;
public:
void resolvePitch(AIController* obj, Point3F location, Move* movePtr);
DECLARE_CONOBJECT(AIPlayerControllerData);
};
#endif // TORQUE_NAVIGATION_ENABLED
#endif //_AICONTROLLER_H_