Ejemplo n.º 1
0
void CAIGoalAttackProp::SetStateAttack()
{
	m_pAI->SetCurrentWeapon( m_eWeaponType );

	if( m_pAI->GetState()->GetStateType() != kState_HumanAttackProp )
	{
		m_pAI->SetState( kState_HumanAttackProp );

		// Set object to attack.

		HOBJECT hObject;
		AINode* pNode = (AINode*)g_pLTServer->HandleToObject(m_hNode);
		CAIHumanStateAttackProp* pStateAttackProp = (CAIHumanStateAttackProp*)(m_pAI->GetState());
		if ( LT_OK == FindNamedObject(pNode->GetObject(), hObject) )
		{
			pStateAttackProp->SetProp(hObject);
		}
	}
}
Ejemplo n.º 2
0
AINode* CAIGoalAttackProp::HandleGoalAttractors()
{
	// Check if already attacking a prop.
	if( m_pAI->GetState()->GetStateType() != kState_HumanAttackProp )
	{
		CAIHuman* pAIHuman = (CAIHuman*)m_pAI;
		if( pAIHuman->HasHolsterString() || pAIHuman->GetPrimaryWeapon())
		{
			AIGBM_GoalTemplate* pTemplate = g_pAIGoalButeMgr->GetTemplate( GetGoalType() );
			AIASSERT(pTemplate->cAttractors > 0, m_pAI->m_hObject, "CAIGoalAbstract::HandleGoalAttractors: Goal has no attractors.");

			// Check if attractors are triggering activateability.
			AINode* pNode;
			for(uint32 iAttractor=0; iAttractor < pTemplate->cAttractors; ++iAttractor)
			{
				pNode = g_pAINodeMgr->FindNearestNodeInRadius(m_pAI, pTemplate->aAttractors[iAttractor], m_pAI->GetPosition(), pTemplate->fAttractorDistSqr * m_fBaseImportance, LTTRUE);
				if(pNode != LTNULL)
				{
					HOBJECT hObject;
					if ( LT_OK == FindNamedObject(pNode->GetObject(), hObject) )
					{
						Prop* pProp = (Prop*)g_pLTServer->HandleToObject(hObject);
						if(pProp->GetState() != kState_PropDestroyed)
						{
							AIASSERT(pNode->GetType() == kNode_UseObject, m_pAI->m_hObject, "CAIGoalAttackProp::HandleGoalAttractors: AINode is not of type UseObject.");
							m_hNode = pNode->m_hObject;
							SetCurToBaseImportance();
							return pNode;
						}
					}
					
					// Disable node if prop has been destroyed.
					pNode->Disable();				
				}
			}
		}

		m_hNode = LTNULL;
	}
	return LTNULL;
}
Ejemplo n.º 3
0
AINode* CAINodeMgr::FindNearestObjectNode(CAI* pAI, EnumAINodeType eNodeType, const LTVector& vPos, const char* szClass)
{
    LTFLOAT fMinDistanceSqr = (float)INT_MAX;
    AINode* pClosestNode = LTNULL;

	// Get AIs Path Knowledge.

	CAIPathKnowledgeMgr* pPathKnowledgeMgr = LTNULL;
	if( pAI && pAI->GetPathKnowledgeMgr() )
	{
		pPathKnowledgeMgr = pAI->GetPathKnowledgeMgr();
	}

	AINode* pNode;
	AINODE_MAP::iterator it;
	for(it = m_mapAINodes.lower_bound(eNodeType); it != m_mapAINodes.upper_bound(eNodeType); ++it)
	{
		pNode = it->second;

		// Skip nodes in unreachable volumes.

		if( pPathKnowledgeMgr && 
			( pPathKnowledgeMgr->GetPathKnowledge( pNode->GetNodeContainingVolume() ) == CAIPathMgr::kPath_NoPathFound ) )
		{
			continue;
		}

		// Skip nodes that are not in volumes.

		if( !pNode->GetNodeContainingVolume() )
		{
			continue;
		}

		// Skip node if required alignment does not match.

		if( ( pNode->GetRequiredRelationTemplateID() != -1 ) &&
			( pNode->GetRequiredRelationTemplateID() != pAI->GetRelationMgr()->GetTemplateID() ) )
		{
			continue;
		}

		if( !pNode->NodeTypeIsActive( eNodeType ) )
		{
			continue;
		}

		if ( !pNode->IsLockedDisabledOrTimedOut() && pNode->HasObject() )
		{
            LTFLOAT fDistanceSqr = VEC_DISTSQR(vPos, pNode->GetPos());

			if ( (fDistanceSqr < fMinDistanceSqr) && (fDistanceSqr < pNode->GetRadiusSqr()) )
			{
				HOBJECT hObject;
				if ( LT_OK == FindNamedObject(pNode->GetObject(), hObject) )
				{
                    HCLASS hClass = g_pLTServer->GetClass((char*)szClass);

                    if ( g_pLTServer->IsKindOf(g_pLTServer->GetObjectClass(hObject), hClass) )
					{
						fMinDistanceSqr = fDistanceSqr;
						pClosestNode = pNode;
					}
				}
			}
		}
	}

	// Ensure that AI can pathfind to the destination node.
	// Ideally, we would like to do this check for each node as we iterate,
	// but that could result in multiple runs of BuildVolumePath() which
	// is expensive.  So instead we just check the final returned node.
	// The calling code can call this function again later, and will not get
	// this node again.

	if( pAI && pClosestNode )
	{
		AIVolume* pVolumeDest = pClosestNode->GetNodeContainingVolume();
		if( !g_pAIPathMgr->HasPath( pAI, pVolumeDest ) )
		{
			return LTNULL;
		}
	}

	return pClosestNode;
}